View Full Version : Caveman 2 Cosmos
Epona222 Sep 24, 2011, 07:04 PM I just want to say how much I am enjoying v17, and to thank everyone involved for putting so much work into this mod. The new terrain is gorgeous - and I no longer have trouble seeing tile improvements and goody huts which was an issue for me in the last couple of releases. I also really like the new animals and workers, and the new gunpowder and siege units are impressive, although the route my game has taken I've not yet had a chance to see them in action (and hot air balloons ftw!)
I did at one point realise that my espionage points per turm had slipped into the negative - my fault for not paying attention to changes in some of the attributes for buildings from the last version! Oh and I love the giant squid, and I actually managed to subdue some crocodiles for the first time.
Just commenting on v17 as released, I don't use the SVN for updates because I have an urge to start a new game for every slightest change so I stick to the latest version released on here in order to at least make it to the Industrial Era before the next version comes up... :D
Edit to add: I forgot to say, a massive thank you to putting civic city number limits as a start-up (on/off) option for new games - I started my latest game without the limits and ran into massive problems with finances and the revolt meter in some of my newest cities early on in the game - and I adored every second of the troubles I faced as I overexpanded my small empire - thank you for making that optional, because for me it opened up a lot of early game difficulties that I really enjoy dealing with - and I'm very happy with that option, thank you :)
Hydromancerx Sep 24, 2011, 07:27 PM @Epona222
If you use maximum compatibility for saved games you can both update your game and play the same game you have been running.
Anywho glad you like v17. A lot of work was put into it.
Epona222 Sep 24, 2011, 07:49 PM @Epona222
If you use maximum compatibility for saved games you can both update your game and play the same game you have been running.
Anywho glad you like v17. A lot of work was put into it.
Oh I know I can use maximum compatibility saves - the problem is in my head, not in the game - I suffer from the gamers' complaint "restart syndrome" and rarely get to finish any game as a result, trust me the last thing I need is daily updates :D :D
strategyonly Sep 24, 2011, 08:23 PM Oh I know I can use maximum compatibility saves - the problem is in my head, not in the game - I suffer from the gamers' complaint "restart syndrome" and rarely get to finish any game as a result, trust me the last thing I need is daily updates :D :D
WOW i thought i was he only one that did this, nice to hear FANTASTIC comments and praise for this mod, the "TEAM" really appreciates people like you, to finally hear that what they have put into this is making others happy, and thats the main point, as i always say, like in the opening pop-up of C2C "Just Have Fun.":goodjob:
Epona222 Sep 24, 2011, 08:54 PM WOW i thought i was he only one that did this, nice to hear FANTASTIC comments and praise for this mod, the "TEAM" really appreciates people like you, to finally hear that what they have put into this is making others happy, and thats the main point, as i always say, like in the opening pop-up of C2C "Just Have Fun.":goodjob:
I finally got my husband to play C2C hotseat with me after raving about it (v.15, we've had a game going on for weeks and he won't agree to me making changes or adding updates mid-game so I'm running v15 for our MP game and v17 for my single player) and he absolutely loves it too. My 2 favourite games in the world are older games with active modding going on - CIV 4 and Morrowind - and tbh I came back to CIV 4 after being really hyped for CIV 5 and left disappointed (if I'm allowed to say that) - finding C2C was the perfect antidote!
Hydromancerx Sep 24, 2011, 11:54 PM I came back to CIV 4 after being really hyped for CIV 5 and left disappointed (if I'm allowed to say that) - finding C2C was the perfect antidote!
I don't think we would all be modding C2C for Civ4 if we were not disappointed with Civ5. I had high hopes for modding that, but oh well Civ4 is still an awesome game to mod for.
Glad you can play the mod with your husband. How is multilayer BTW? I have never tried playing a Civ4 mod via multilayer. Is it as good as single player?
Drakonis Sep 25, 2011, 01:00 PM I don't think we would all be modding C2C for Civ4 if we were not disappointed with Civ5. I had high hopes for modding that, but oh well Civ4 is still an awesome game to mod for.
Glad you can play the mod with your husband. How is multilayer BTW? I have never tried playing a Civ4 mod via multilayer. Is it as good as single player?
My wife and I play MP all the time! We both absolutely love this mod. We were also very hopeful for Civ5, but you guys made up for that by leaps and bounds!!!
Thank you!
BlueGenie Sep 25, 2011, 03:19 PM Hot seat MP works well. Unfortunately with Direct IP MP games it starts going OOS randomly, and sometimes not so randomly, once one has gotten to or close to the Industrial Era.
This has put a halt on our games currently but with new improvements on the print of the game and fixes to random crashes most of those OOS's should hopefully be solved on their own.
But, yes, it's as good and better in MP. Players are so much better at taking advantage of game features and exploiting another players weaknesses.
Cheers.
AIAndy Sep 25, 2011, 04:06 PM Hot seat MP works well. Unfortunately with Direct IP MP games it starts going OOS randomly, and sometimes not so randomly, once one has gotten to or close to the Industrial Era.
This has put a halt on our games currently but with new improvements on the print of the game and fixes to random crashes most of those OOS's should hopefully be solved on their own.
But, yes, it's as good and better in MP. Players are so much better at taking advantage of game features and exploiting another players weaknesses.
Cheers.
If you post the OOS logs and/or Synch logs of the different players I can have a look at the reason. The context of what you have been doing at the time it happens can also help and a save game if it is reproducible.
BlueGenie Sep 25, 2011, 05:05 PM That would be sweet but would need a new game. The newest one we have is on v15 I think. We'd start a new one if we want to try it again. I'll let you know what happens.
Cheers
little_cyclone Sep 26, 2011, 01:04 PM Starting a new Religious Victory style v.17 game after finishing a Domination victory a few days ago. :) Again, great job to all involved, phenomenal work as always!
I did have some quick questions tho and, as I am only able to check the C2C threads about once every 3-4 days, at which point there are several pages of new stuff, I thought this would be the best way to see if anyone had some quick answers :)
Also, let me preface by saying I don't use the SVN updates, I just play straight C2C v.17 full download.
Firstly, I recall in some recent versions of C2C that when I went into the City Screen, all the buildings were in alphabetical order. Needless to say, this made them exponentially easier to locate with any new city or later on in the game when I had literally dozens to choose from and only 2 rows to view, even while using "Hide Unconstructible Buildings". This no longer seems to be the case. Now the buildings seem to be haphazardly arranged. I was curious if this were by design (and if so, is it possible to get the alphabetical order back? :P ), or is there a BUG/RoM/AND/C2C option I missed somewhere while resetting all my options with the new version? :)
Next, I'm a horrible micromanager of city plots and workers :) I really should use slavery more often ;p But, and I'm thinking this def'ly might be a Civ4 option somewhere I'm overlooking, previously when utilzing worker(s) I could hold down shift and give them multiple orders, speeding up what would otherwise be a very long and tedious process. For example, 1)Build Road 2) Build Farm 3)Go to designated plot 4)Build Road 5)Build Farm. etc etc etc, and they would execute all the commands in order and I wouldn't have to fiddle with them for awhile. However, now I can only give them consecutive orders for the plot they are currently on, ie 1)Build Road 2) Build Farm. If I try to issue them additional orders to go to another plot after completing their current assignment at their current plot (via holding down shift), they delete any orders they were working on/queued, and proceed directly to that plot without finishing what they were doing/crossing go/collecting 200 gold. Any ideas/suggestions as to what this short term memory worker issue is about? :P
Lastly, while I wasn't sure about the "Embassy" system when it first started, I am warming up to the idea they way it has formed. Theres just a slight issue in that I can't get it to work :( Not being a modder I don't know specifically why, tho I think I have an idea... For example, lets say I start the game as the "Celts", on the premise of wanting to procure one of the European Embassies. One of the first buildings eligible to build is "Native Culture (European)". Now, fast forward several hundred turns and I get the know-how and wherewithal to construct the German Embassy, which requires Pig and Forest in the city square, but also requires "Culture (European)". Not "Native Culture (European)" as I have... A typo in a tag somewhere perhaps? :)
At any rate, great work, you should all be proud of the effort you've put in :)
Dancing Hoskuld Sep 26, 2011, 03:41 PM Firstly, I recall in some recent versions of C2C that when I went into the City Screen, all the buildings were in alphabetical order. Needless to say, this made them exponentially easier to locate with any new city or later on in the game when I had literally dozens to choose from and only 2 rows to view, even while using "Hide Unconstructible Buildings". This no longer seems to be the case. Now the buildings seem to be haphazardly arranged. I was curious if this were by design (and if so, is it possible to get the alphabetical order back? :P ), or is there a BUG/RoM/AND/C2C option I missed somewhere while resetting all my options with the new version? :)
They are in approximate cost to build order. They can be put in alphabetic order by
editing A_New_Dawn_GlobalDefines.xml in Assets/XML and changing
<Define>
<DefineName>CITY_SORT_BUILDINGS_ALPHA</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
to
<Define>
<DefineName>CITY_SORT_BUILDINGS_ALPHA</DefineName>
<iDefineIntVal>1</iDefineIntVal>
</Define>
When we figure out how to put options in game it will be moved there.
little_cyclone Sep 26, 2011, 04:05 PM They are in approximate cost to build order. They can be put in alphabetic order by
editing A_New_Dawn_GlobalDefines.xml in Assets/XML. When we figure out how to put options in game it will be moved there.
Excellent, that did the trick, thanks :) And it was a save-compatible edit in the event someone goes searching for this later on down the line. One down, two to go ;p
Koshling Sep 26, 2011, 04:26 PM Excellent, that did the trick, thanks :) And it was a save-compatible edit in the event someone goes searching for this later on down the line. One down, two to go ;p
Almost anything is save compatible in C2C so long as you use max compatibility saves
strategyonly Sep 26, 2011, 04:38 PM Almost anything is save compatible in C2C so long as you use max compatibility saves
Except those darn killer rabbits, once their there, and then gone, Runtime error:sad:
(I took them out of my the game)
Dancing Hoskuld Sep 26, 2011, 04:44 PM Except those darn killer rabbits, once their there, and then gone, Runtime error:sad:
(I took them out of my the game)
I did to and it worked fine with max compat save.;)
I was thinking of making them an antihero unit - except that does not work with the spawn system.
strategyonly Sep 26, 2011, 04:47 PM I did to and it worked fine with max compat save.;)
I was thinking of making them an antihero unit - except that does not work with the spawn system.
I know, i know, but i was in the middle of going back and forth like i always do, and just said heck with it and started a new game, LOL.
btw i thought the attached screenie was taken care of?
Dancing Hoskuld Sep 26, 2011, 04:51 PM I know, i know, but i was in the middle of going back and forth like i always do, and just said heck with it and started a new game, LOL.
btw i thought the attached screenie was taken care of?
I am waiting for the update to finish and then I will make sure I have deleted the old stuff I should have deleted earlier. Also, I did do some graphics moving yesterday, so the broken button for the cobra may have occurred then but I thought I had tested that thouroughly.
strategyonly Sep 26, 2011, 04:55 PM I am waiting for the update to finish and then I will make sure I have deleted the old stuff I should have deleted earlier. Also, I did do some graphics moving yesterday, so the broken button for the cobra may have occurred then but I thought I had tested that thoroughly.
I'll look again, but also, aren't the Mermaids off by default?
EDIT: ok i looked and still found this:
EDIT EDIT: found this also:
Dancing Hoskuld Sep 26, 2011, 04:59 PM I'll look again, but also, aren't the Mermaids off by default?
There are no mermaids in the screen shot.:confused:. By default they should be. They are off in the current SVN.
At last! The update is complete - someone added a new civ!:mischief:
strategyonly Sep 26, 2011, 05:04 PM There are no mermaids in the screen shot.:confused:. By default they should be. They are off in the current SVN.
At last! The update is complete - someone added a new civ!:mischief:
See 3519 edit edit.
Yes a new Head Hunters, probably needs to be fine tuned yet.
Dancing Hoskuld Sep 26, 2011, 05:13 PM The reptile stuff was old and is now gone. I looked at the SVN and your MLF is old, there is a new unit in there now and mermaids are off.
strategyonly Sep 26, 2011, 05:23 PM The reptile stuff was old and is now gone. I looked at the SVN and your MLF is old, there is a new unit in there now and mermaids are off.
Dang i thought i just updated that today, boy oh boy these pain pills must be doing a job on me:crazyeye::p thx.
little_cyclone Sep 26, 2011, 05:55 PM Almost anything is save compatible in C2C so long as you use max compatibility saves
I generally don't tho unless I'm trying to locate & post a bug. It makes my save game file sizes bigger and after over 2.5MB the saves won't load..
little_cyclone Sep 26, 2011, 09:40 PM Quickest. Game. Ever. Religious Victory in 7 hours 33 minutes.... On snail. The map wasn't even fully populated yet! :P Ah well, guess that means its just time to turn up the difficulty again. Perchance time to experiment with Flexible difficulty? :P
The only thing really of note is that I don't think the AI really understands the concept of Divine Prophets setting. When the game ended there were only 2 religions founded, both of which by me. And while I have seen the AI found religions using the prophets, mostly they do not.
The other issue is that when I elected to not found a religion using the Great Prophet in this game, I'd use them to unlock a tech which would unlock another Great Prophet. One turn I had 4 Great Prophets born right after the other due to using them to unlock techs which unlocked more! :P
Perhaps an adjustment may be necessary to add another Great Person type, et al: a "Divine Prophet" that can found religions & only found religions (themselves being earned by researching appropriate tech's) while regular "Great Prophet's" are still earned via a cities Great Person points.
Hmmmmm... Maybe its time for a Science Victory game..
Koshling Sep 27, 2011, 06:16 AM Quickest. Game. Ever. Religious Victory in 7 hours 33 minutes.... On snail. The map wasn't even fully populated yet! :P Ah well, guess that means its just time to turn up the difficulty again. Perchance time to experiment with Flexible difficulty? :P
The only thing really of note is that I don't think the AI really understands the concept of Divine Prophets setting. When the game ended there were only 2 religions founded, both of which by me. And while I have seen the AI found religions using the prophets, mostly they do not.
The other issue is that when I elected to not found a religion using the Great Prophet in this game, I'd use them to unlock a tech which would unlock another Great Prophet. One turn I had 4 Great Prophets born right after the other due to using them to unlock techs which unlocked more! :P
Perhaps an adjustment may be necessary to add another Great Person type, et al: a "Divine Prophet" that can found religions & only found religions (themselves being earned by researching appropriate tech's) while regular "Great Prophet's" are still earned via a cities Great Person points.
Hmmmmm... Maybe its time for a Science Victory game..
Personally I never play with DP enabled (feels too easy to exploit to me), so I have never looked at what the AI does with it. As you say it pobably just confuses the AI
RulerOfNothing Sep 27, 2011, 06:57 PM I decided to try out Divine Prophets, but after hearing how the AI doesn't understand it, is there any way to get rid of it from a game that has already started?
little_cyclone Sep 28, 2011, 12:58 AM I decided to try out Divine Prophets, but after hearing how the AI doesn't understand it, is there any way to get rid of it from a game that has already started?
I don't think there is, since its a starting game option. Don't get me wrong tho, its not broken gameplay, I just don't think the AI is making as effective use of it as it could be. Just my $0.02 :)
ClassicFrog Sep 28, 2011, 05:07 PM Hi.
A long time since ive been here. I was enjoying some older version until i got stuck at flickering interface bug and gave up on the mod until it "matures". And it did. I like what changes you did to it.
Ive been playing 17.7 a bit and ive noticed that my great general that ive turned into a field commander kept giving its bonuses over his command limit and showing his command limit in a negative numbers like CP (-4/5) after 9 times that he "aided" my units during my turn.
Another thing that ive observed at prehistoric start is that there is a lot of neanderthals roaming the world and few animals. This pushes me to favour military units over hunters any time and makes hunters redundant almost at any time with an exception of few starting turns where ive got nothing else to build. It is not only the "spare" wild animals availability but also the chances theyll make it home with all them neanderthals nearby. Hunting units simply cant protect subdued animals. So i prefere to send out my military, catch an animal every now and then, settle for food and hammers and enjoy relative safety from barbarians. I could send both a hunter and military for a hunting but that feels odd to assemble and "invasion" force to go after wild pig :P
Oh, and whats the difference between "perfect world" and "perfect world 2f" world generators?
EldrinFal Sep 28, 2011, 07:06 PM Hi.
Another thing that ive observed at prehistoric start is that there is a lot of neanderthals roaming the world and few animals. This pushes me to favour military units over hunters any time and makes hunters redundant almost at any time with an exception of few starting turns where ive got nothing else to build. It is not only the "spare" wild animals availability but also the chances theyll make it home with all them neanderthals nearby. Hunting units simply cant protect subdued animals. So i prefere to send out my military, catch an animal every now and then, settle for food and hammers and enjoy relative safety from barbarians. I could send both a hunter and military for a hunting but that feels odd to assemble and "invasion" force to go after wild pig :P
I pushed a revision to the SVN recently that tweaks the Neanderthal spawn. It should be more manageable. But it also depends on the Game Speed you're at. Generally speaking you shouldn't be using a faster speed than Epic.
OgreMonk Sep 28, 2011, 07:47 PM Generally speaking you shouldn't be using a faster speed than Epic.
Really...I always play snail, even marathon seems too fast. Is the game most balanced for epic? What about longer games gets out of whack?
Koshling Sep 28, 2011, 07:50 PM Really...I always play snail, even marathon seems too fast. Is the game most balanced for epic? What about longer games gets out of whack?
Hell no. Snail is optimal (IMO)
OgreMonk Sep 28, 2011, 08:01 PM Hell no. Snail is optimal (IMO)
:D
That is good to hear. Thx again for this awesome mod. :goodjob:
Hydromancerx Sep 28, 2011, 08:21 PM Hell no. Snail is optimal (IMO)
Yup. I test my stuff to snail speed since that's the only speed I use. Anything faster thn that is too fast for me. And eternity is just too slow. Though it would be nice if there was a speed between snail and eternity.
strategyonly Sep 29, 2011, 01:25 AM Really...I always play snail, even marathon seems too fast. Is the game most balanced for epic? What about longer games gets out of whack?
No No No, you READ/MISunderstood it wrong, sorry.
What EldrinFal meant was, if you play on and thing BELOW Epic speed, ie: NORMAL/QUICK/BLITZ, they everything will be way out of whack.
I hope this clears up your question, and thx for trying this mod.:)
btw incase anyone hasn't mentioned it yet Welcome to CFC. (I see you have registered along time ago, but very few posts, like i said, thx again for trying the Great Mod.)
AIAndy Sep 29, 2011, 02:21 AM Oh, and whats the difference between "perfect world" and "perfect world 2f" world generators?
Perfect World, Perfect World 2 and Perfect Mongoose (which is actually Perfect World 3 from Civ5 ported back to Civ4) all try to make a realistic world by extensive tectonic and climate simulations. They have been made by the same modder but with each version number the models got more sophisticated. Like Perfect Mongoose considers summer and winter mongoose rains separately while PW2 only does one pass based on the average temperature.
Some changes from one version to the next are not strict improvements though but other methods. Like Perfect Mongoose uses Perlin Noise to generate the initial height map while the previous ones use other methods. That is why the old versions might be prefered by some.
Generate some, look at them in world builder and choose what you like most.
strategyonly Sep 29, 2011, 02:25 AM Perfect World, Perfect World 2 and Perfect Mongoose (which is actually Perfect World 3 from Civ5 ported back to Civ4) all try to make a realistic world by extensive tectonic and climate simulations. They have been made by the same modder but with each version number the models got more sophisticated. Like Perfect Mongoose considers summer and winter mongoose rains separately while PW2 only does one pass based on the average temperature.
Some changes from one version to the next are not strict improvements though but other methods. Like Perfect Mongoose uses Perlin Noise to generate the initial height map while the previous ones use other methods. That is why the old versions might be preferred by some.
Generate some, look at them in world builder and choose what you like most.
Only thing i dont like about the Mongoose one is that the continents (most of them) have a choking point(s), meaning, at someplace on the continent all civ have to go through this area at some point, which i really dont like.
hihi Sep 29, 2011, 05:08 AM thank you made a great mod.
is there world map real start point scenario?
not random start map.
Koshling Sep 29, 2011, 06:12 AM Only thing i dont like about the Mongoose one is that the continents (most of them) have a choking point(s), meaning, at someplace on the continent all civ have to go through this area at some point, which i really dont like.
I love choke points. They have to much strategic potential.
strategyonly Sep 29, 2011, 06:53 AM I love choke points. They have to much strategic potential.
See this is why again, its so important to have certain things certain ways, not all players play the same, and shouldn't.:mischief:
thats why i like this mod sooooo much, its all done independently.
bill2505 Sep 29, 2011, 11:23 AM I love choke points. They have to much strategic potential.
me too.burn the heretics
ClassicFrog Sep 29, 2011, 01:00 PM EldrinFal, i always play on the slowest speed possible. I like ancient and classical erras so i want them to last for as long as possible :)
Thank you for your explanation AIAndy. I knew that PW tries to simulate how a real planet would be shaped but i thought that there would be some major differences ... say, in the way resources are placed or limited/expanded selection of types of terrain. I see it's just an evolution of the same script. Ill try mongoose on my next game :)
And i do love choke-points too. I only wish the AI would recognise them and put some effort to control them as much as im trying :)
Thyssen Sep 29, 2011, 02:31 PM Hi!
I have a little problem, I've downloaded Caveman 2 Cosmos yesterday, it is first time I've used any mod for Civ IV so it's complately new territory for me. I have installed it and started playing, but I'm getting constant crashes to desktop when I invent new religion or complete building new Wonder.
As I've said, playing with mods is something new for me so maybe I've done something wrong (although I have installed C2C exactly as instruction says to). I've searched this thread but it seems none has problems like mine.
I obviously patched game before installing C2C, and I have fairly good computer.
Can someone help me? I really don't know what to do.
Dancing Hoskuld Sep 29, 2011, 02:46 PM Hi!
I have a little problem, I've downloaded Caveman 2 Cosmos yesterday, it is first time I've used any mod for Civ IV so it's complately new territory for me. I have installed it and started playing, but I'm getting constant crashes to desktop when I invent new religion or complete building new Wonder.
As I've said, playing with mods is something new for me so maybe I've done something wrong (although I have installed C2C exactly as instruction says to). I've searched this thread but it seems none has problems like mine.
I obviously patched game before installing C2C, and I have fairly good computer.
Can someone help me? I really don't know what to do.
Welcome to CivFanatics.
If you down loaded from the SVN then there is a bug which is causing it to crash for us all. It is being investigated and hopefully we will have it fixed soon. The advantage with the SVN is that you get the latest but it is a beta so sometimes things like this happen.
Thyssen Sep 29, 2011, 02:54 PM Thanks for responding quickly!
It's good to know that it is just a bug, I was afraid I messed something up. Guess I'll just wait for new version or patch, and in the meantime I'll conquer the world on vanilla Civ. :)
Thank you.
Dancing Hoskuld Sep 29, 2011, 02:56 PM Thanks for responding quickly!
It's good to know that it is just a bug, I was afraid I messed something up. Guess I'll just wait for new version or patch, and in the meantime I'll conquer the world on vanilla Civ. :)
Thank you.
Did you down load it from the SVN? If you did then a patch is in there now.
Edit I jumped the gun it is not there yet.
Thyssen Sep 29, 2011, 02:58 PM No, I have downloaded it from link on the first page of this thread. Only C2C mod and nothing else.
And sorry, but I don't know what SVN is.
Dancing Hoskuld Sep 29, 2011, 03:01 PM No, I have downloaded it from link on the first page of this thread. Only C2C mod and nothing else.
And sorry, but I don't know what SVN is.
OK, then that means it is a different problem since the download from the first page should work fine. Baring a bug in the Ngai religion founding movie.
Edit Have you tried playing with movies off?
Koshling Sep 29, 2011, 03:22 PM OK, then that means it is a different problem since the download from the first page should work fine. Baring a bug in the Ngai religion founding movie.
Edit Have you tried playing with movies off?
Nope, there have been a couple of patches to V17 in the patch thread. See http://forums.civfanatics.com/showpost.php?p=10761660&postcount=1 - download that and see if it solves your problem.
Thyssen Sep 29, 2011, 03:26 PM Edit Have you tried playing with movies off?
I didn't thought of it. I checked now, it works perfectly with movies turned off. Thanks!
strategyonly Sep 29, 2011, 03:29 PM I didn't thought of it. I checked now, it works perfectly with movies turned off. Thanks!
Good to know, thx, and as DH has mentioned, Welcome to CFC, "this mod has, as i believe one of thee best working personnel in CIV IV today.
Cruel Sep 29, 2011, 07:12 PM What is SVN link for C2C?
strategyonly Sep 29, 2011, 07:15 PM What is SVN link for C2C?
Try this post and see if it helps:
http://forums.civfanatics.com/showpost.php?p=10924608&postcount=160
Cruel Sep 29, 2011, 07:36 PM Try this post and see if it helps:
http://forums.civfanatics.com/showpost.php?p=10924608&postcount=160
Thanks!
FromHesse Sep 30, 2011, 11:16 AM I got a ctd on a snail-speed game when the month increment switches from 30 to 15. That's exactly in the year 1000BC. Changing the increment from 15 to 12 helps out.
Koshling Sep 30, 2011, 11:50 AM I got a ctd on a snail-speed game when the month increment switches from 30 to 15. That's exactly in the year 1000BC. Changing the increment from 15 to 12 helps out.
Post a max compat save game please of the turn that crashes on end turn.
FromHesse Sep 30, 2011, 01:43 PM Ok, it is not everytime a direct ctd, but it crashs if you want to save the game in the next turn. You can see the bug above on left side at cash and era field and also on the time/turn field on the right side. It's deleted.
For info: Game is played on GEM 30 + barbarian civs for C2C as Bismarck.
krushyn Oct 01, 2011, 07:58 AM First of all, I enormously enjoy playing C2C. You guys did a great job shortening turn time recently. I did notice thou that , after I did few recent updates using SVN that my turn time increased dramatically right after starting a new game. It needs a lot of time just to turn next one taking on account I did maybe only 10 turns so far.
I assume , because it is all beta in one way of another , that work on that is in progress and some update just messed a code a bit. I had my way with religions CTD but I worked that out turning movies off.
Did you guys also noticed turn time duration increase (even at early stage ) also?
Caldon Oct 01, 2011, 09:08 AM Good afternoon,
I am having a graphic issue with my units. The skin or art on them will keep changing every turn. For example, a wanderer will have the correct skin one turn and then the next look like a divine prophet. Or an animal will have the appropriate skin one turn and then look like a knight on a horse the next turn.
These graphics are constantly shifting. Anything I can do to fix?
Thanks,
Curt
Koshling Oct 01, 2011, 09:09 AM First of all, I enormously enjoy playing C2C. You guys did a great job shortening turn time recently. I did notice thou that , after I did few recent updates using SVN that my turn time increased dramatically right after starting a new game. It needs a lot of time just to turn next one taking on account I did maybe only 10 turns so far.
I assume , because it is all beta in one way of another , that work on that is in progress and some update just messed a code a bit. I had my way with religions CTD but I worked that out turning movies off.
Did you guys also noticed turn time duration increase (even at early stage ) also?
Founding cities is expensive (processing time wise) so turn 1 and turn 2 tend to be slowish for that reason. I haven't noticed (and am not aware of) anything else more widespread though. It's POSSIBLE spawn chnages are taking more processing time with the latest changes there (I haven't profiled it recently, so not sure). I'll do a profiling run sometime before V18 gets released and address anything obvious.
Tedyke Oct 01, 2011, 11:06 AM Hello Civfans (C2C)
While I'm playing C2C v17 I notice here and there little graphical faults, suchs as wrong sizes of units, missing icons and a building on the map whereoff you see a pink underground in place of being transparent.
Now I ask myself if it is of any use that I would post such bugs here with screenshots (and I shall keep them small Strategyonly :) )
krushyn Oct 01, 2011, 11:19 AM Founding cities is expensive (processing time wise) so turn 1 and turn 2 tend to be slowish for that reason. I haven't noticed (and am not aware of) anything else more widespread though. It's POSSIBLE spawn changes are taking more processing time with the latest changes there (I haven't profiled it recently, so not sure). I'll do a profiling run sometime before V18 gets released and address anything obvious.
I decided to replace civ*.dll with that one from latest update. Funny thing, when I checked with SVN updater didn't see need to update it to most recent, so I assume 9.30 dll was on the top of the stack. Now I have fast turn changes and no CTD.
Somewhere on the way when updating I got my civ*.dll messed up.
I love SVN updating regardless latest glitch.
strategyonly Oct 01, 2011, 01:40 PM Hello Civfans (C2C)
While I'm playing C2C v17 I notice here and there little graphical faults, such as wrong sizes of units, missing icons and a building on the map whereof you see a pink underground in place of being transparent.
Now I ask myself if it is of any use that I would post such bugs here with screenshots (and I shall keep them small Strategyonly :) )
I know about the pink building, that the way the author made it, sorry, but nobody on the Team is a nif (graphics) expert.
As far as the rest sure, go ahead and post them in the Crashes/Errors/Bugs thread, anything that can help us better C2C is always helpful, but if also possible, if putting in something that is wrong, put what you think it should be also. Thx:):)
Tedyke Oct 01, 2011, 02:14 PM I know about the pink building, that the way the author made it, sorry, but nobody on the Team is a nif (graphics) expert.
As far as the rest sure, go ahead and post them in the Crashes/Errors/Bugs thread, anything that can help us better C2C is always helpful, but if also possible, if putting in something that is wrong, put what you think it should be also. Thx:):)
Ok I shall post them there but I guess that the most are similar graphic bugs and can't be solved by you guys as you say. But if I could help here let me know. I have a little experience with graphics and 3d modelling (have done modelling for simcity4 in gmax long time ago) and I'm not bad with photography and photoshop.
As you can see on my selfportret I would like to donate my head as leaderhead :) lol
Dancing Hoskuld Oct 01, 2011, 02:36 PM Good afternoon,
I am having a graphic issue with my units. The skin or art on them will keep changing every turn. For example, a wanderer will have the correct skin one turn and then the next look like a divine prophet. Or an animal will have the appropriate skin one turn and then look like a knight on a horse the next turn.
These graphics are constantly shifting. Anything I can do to fix?
Thanks,
Curt
If you are playing on lower than the highest graphics settings there is nothing that can be done. :( I have to play on the lowest graphics settings just to play which means that crocs appear as knights in the ocean.
strategyonly Oct 01, 2011, 04:10 PM Ok I shall post them there but I guess that the most are similar graphic bugs and can't be solved by you guys as you say. But if I could help here let me know. I have a little experience with graphics and 3d modelling (have done modelling for simcity4 in gmax long time ago) and I'm not bad with photography and photoshop.
As you can see on my self portrait I would like to donate my head as leaderhead :) lol
C2C DEFINITELY needs a graphics person, to do odd requests, like fix that pink around the building as you mentioned (Library of Alex. . .) i believe its the name? Also, Hydro wants Civ specific units added, and we are having a hard time finding some of them. Wouldn't take much trouble, but like i mentioned, nobody else knows graphics (nif/blender/gmax) usage.:(
Hydromancerx Oct 01, 2011, 05:18 PM http://i55.tinypic.com/xdyyaw.jpg
As you can see on my selfportret I would like to donate my head as leaderhead :) lol
Why do you only have 4 fingers?
but like i mentioned, nobody else knows graphics (nif/blender/gmax) usage.:(
Note entirely true, I have used gmax and own 3D Studio Max 6. I just have no idea how to get models into Civ4. I have done it for "Sim City 4", "Sims 2" and "Neverwinters Nights" though. All the civ4 tutorials I have tried are confusing and end up with me frustrated. Wish there was just a simple import/export tool. When I tried to use the import/export for 3DS to civ4 plugin it said it would not work and gave me a million errors. *sigh*
Tedyke Oct 02, 2011, 12:44 AM Why do you only have 4 fingers?
The fifth finger was straigt upwards ending behind my ear for supporting my head for preventing it from falling backwards. :)
But I agree that a sortlike tool for getting 3D objects in Civ4 like the one for Simcity4 would be usefull. But on the other hand modelling a person in place of a building is also a whole other thing and I guess I'm not skilled enough for this.
Sheila2 Oct 04, 2011, 11:02 AM I started a game of C2C, and i am very positive about it.
I encountered one problem : the file usersettings stays empty, so i can not change anything and the bugoptions are reset every time.
What can i do ?
I have a very new pc with windows 7
AIAndy Oct 04, 2011, 02:09 PM I started a game of C2C, and i am very positive about it.
I encountered one problem : the file usersettings stays empty, so i can not change anything and the bugoptions are reset every time.
What can i do ?
I have a very new pc with windows 7
You need to give the user you start the game with write access to the folder with the user settings.
By default the standard user does not have write access to the subfolders of Program Files.
little_cyclone Oct 04, 2011, 03:24 PM AKA, right click on the link/shortcut & select "Run As Administrator" ;)
AIAndy Oct 04, 2011, 05:40 PM AKA, right click on the link/shortcut & select "Run As Administrator" ;)
Actually I think it is better to change the rights for the folder instead of always running the game as admin. Easy enough with right click/properties/security.
nichopoleve Oct 05, 2011, 07:30 AM In my current game I have no way to build any wonder. It says I have 0 world wonders left to build in the city.
I am in prehistoric era and NO wonders have been built.
I am trying to build lacauix paints wonder ( I do have the preq building to build the wonder)
Is my game bugged?
AIAndy Oct 05, 2011, 07:39 AM In my current game I have no way to build any wonder. It says I have 0 world wonders left to build in the city.
I am in prehistoric era and NO wonders have been built.
I am trying to build lacauix paints wonder ( I do have the preq building to build the wonder)
Is my game bugged?
Are you sure that you have not built a world wonder in that city already?
The amount of world wonders you can build in a city depends on the culture level of the city.
I think it was 1 on the first culture levels and then 2 with developing and more with higher culture levels up to 6 with the highest.
If you have no world wonder built there, then post a savegame and I will check.
nichopoleve Oct 05, 2011, 07:44 AM Are you sure that you have not built a world wonder in that city already?
The amount of world wonders you can build in a city depends on the culture level of the city.
I think it was 1 on the first culture levels and then 2 with developing and more with higher culture levels up to 6 with the highest.
If you have no world wonder built there, then post a savegame and I will check.
Here is my savegame
On another note, it says BUG year built if I hover my mouse over the buildings in the city screen.
This feature is not working?
EDIT: Tried to increase my culture to 100.000 and city size to 20 in World builder but it did not work.
Koshling Oct 05, 2011, 08:37 AM Here is my savegame
On another note, it says BUG year built if I hover my mouse over the buildings in the city screen.
This feature is not working?
EDIT: Tried to increase my culture to 100.000 and city size to 20 in World builder but it did not work.
I'll assume AIAndy is looking at your specific issue with the Wonder since he already responded, but on th BUG_YEAR, yeh, it's never worked as far as I can tell - I keep meaning to look at it, but since it doesn't really BREAK anything I haven't got round to it yet
nichopoleve Oct 05, 2011, 08:58 AM I had updated my CvGameCoreDLL.rar from the patch forum.
After I reinstalled the file and started a new game, I was able to build the wonder after using world editor.
sharinel Oct 05, 2011, 10:38 AM Quick question - where is the module for calculating a random promotion through battle? I'm trying to work out how they work and can't for the life of me find an xml file with the details in it.
ori Oct 05, 2011, 10:54 AM Quick question - where is the module for calculating a random promotion through battle? I'm trying to work out how they work and can't for the life of me find an xml file with the details in it.
I'll guess its this part of cvunit.cpp:
void CvUnit::doBattleFieldPromotions(CvUnit* pDefender, CombatDetails cdDefenderDetails, const CvPlot* pPlot, bool bAttackerHasLostNoHP, bool bAttackerWithdrawn, int iAttackerInitialDamage, int iWinningOdds, int iInitialAttXP, int iInitialAttGGXP, int iDefenderInitialDamage, int iInitialDefXP, int iInitialDefGGXP, bool &bAttackerPromoted, bool &bDefenderPromoted)
{
if (GC.getGameINLINE().getModderGameOption(MODDERGAME OPTION_BATTLEFIELD_PROMOTIONS))
{
if (getUnitCombatType() != NO_UNITCOMBAT && pDefender->getUnitCombatType() != NO_UNITCOMBAT)
{
std::vector<PromotionTypes> aAttackerAvailablePromotions;
std::vector<PromotionTypes> aDefenderAvailablePromotions;
int iI;
for (iI = 0; iI < GC.getNumPromotionInfos(); iI++) //loop through promotions
{
CvPromotionInfo &kPromotion = GC.getPromotionInfo((PromotionTypes)iI);
/* Block These Promotions */
if (kPromotion.getKamikazePercent() > 0)
continue;
if (kPromotion.getStateReligionPrereq() != NO_RELIGION)
{
if (GET_PLAYER(getOwnerINLINE()).getStateReligion() != kPromotion.getStateReligionPrereq())
continue;
}
if (kPromotion.isLeader())
continue;
/* Block These Promotions */
if (pDefender->isDead() || m_combatResult.bDefenderWithdrawn)
{
//* defender withdrawn, give him withdrawal promo
if (m_combatResult.bDefenderWithdrawn && kPromotion.getWithdrawalChange() > 0 &&
pDefender->canAcquirePromotion((PromotionTypes)iI))
{
aDefenderAvailablePromotions.push_back((PromotionT ypes)iI);
}
if (!canAcquirePromotion((PromotionTypes)iI)) //attacker can not acquire this promotion
{
continue;
}
//* attacker was crossing river
if (kPromotion.isRiver() && cdDefenderDetails.iRiverAttackModifier != 0) //this bonus is being applied to defender
{
aAttackerAvailablePromotions.push_back((PromotionT ypes)iI);
}
//* attack from water
else if (kPromotion.isAmphib() && cdDefenderDetails.iAmphibAttackModifier != 0)
{
aAttackerAvailablePromotions.push_back((PromotionT ypes)iI);
}
//* attack terrain
else if (kPromotion.getTerrainAttackPercent((int)pPlot->getTerrainType()) > 0)
{
aAttackerAvailablePromotions.push_back((PromotionT ypes)iI);
}
//* attack feature
else if (pPlot->getFeatureType() != NO_FEATURE &&
kPromotion.getFeatureAttackPercent((int)pPlot->getFeatureType()) > 0)
{
aAttackerAvailablePromotions.push_back((PromotionT ypes)iI);
}
//* attack hills
else if (kPromotion.getHillsAttackPercent() > 0 && pPlot->isHills())
{
aAttackerAvailablePromotions.push_back((PromotionT ypes)iI);
}
//* attack city
else if (kPromotion.getCityAttackPercent() > 0 && pPlot->isCity(true)) //count forts too
{
aAttackerAvailablePromotions.push_back((PromotionT ypes)iI);
}
//* first strikes/chanses promotions
else if ((kPromotion.getFirstStrikesChange() > 0 ||
kPromotion.getChanceFirstStrikesChange() > 0) && (firstStrikes() > 0 || chanceFirstStrikes() > 0) )
{
aAttackerAvailablePromotions.push_back((PromotionT ypes)iI);
}
//* unit combat mod
else if (kPromotion.getUnitCombatModifierPercent((int)pDef ender->getUnitCombatType()) > 0)
{
aAttackerAvailablePromotions.push_back((PromotionT ypes)iI);
}
//* combat strength promotions
else if (kPromotion.getCombatPercent() > 0 && !kPromotion.isAmphib())
{
aAttackerAvailablePromotions.push_back((PromotionT ypes)iI);
}
//* domain mod
else if (kPromotion.getDomainModifierPercent((int)pDefende r->getDomainType()))
{
aAttackerAvailablePromotions.push_back((PromotionT ypes)iI);
}
//* blitz
else if (kPromotion.isBlitz() && bAttackerHasLostNoHP)
{
aAttackerAvailablePromotions.push_back((PromotionT ypes)iI);
}
} //if defender is dead or withdrawn
else //attacker is dead or withdrawn
{
//* attacker withdrawn
if (bAttackerWithdrawn && kPromotion.getWithdrawalChange() > 0 && canAcquirePromotion((PromotionTypes)iI))
{
aAttackerAvailablePromotions.push_back((PromotionT ypes)iI);
}
if (!pDefender->canAcquirePromotion((PromotionTypes)iI))
{
continue;
}
//* defend terrain
if (kPromotion.getTerrainDefensePercent((int)pPlot->getTerrainType()) > 0)
{
aDefenderAvailablePromotions.push_back((PromotionT ypes)iI);
}
//* defend feature
else if (pPlot->getFeatureType() != NO_FEATURE &&
kPromotion.getFeatureDefensePercent((int)pPlot->getFeatureType()) > 0)
{
aDefenderAvailablePromotions.push_back((PromotionT ypes)iI);
}
//* defend hills
else if (kPromotion.getHillsDefensePercent() > 0 && pPlot->isHills())
{
aDefenderAvailablePromotions.push_back((PromotionT ypes)iI);
}
//* defend city
else if (kPromotion.getCityDefensePercent() > 0 && pPlot->isCity(true)) //count forts too
{
aDefenderAvailablePromotions.push_back((PromotionT ypes)iI);
}
//* first strikes/chanses promotions
else if ((kPromotion.getFirstStrikesChange() > 0 ||
kPromotion.getChanceFirstStrikesChange() > 0) &&
(pDefender->firstStrikes() > 0 || pDefender->chanceFirstStrikes() > 0))
{
aDefenderAvailablePromotions.push_back((PromotionT ypes)iI);
}
//* unit combat mod vs attacker unit type
else if (kPromotion.getUnitCombatModifierPercent((int)getU nitCombatType()) > 0)
{
aDefenderAvailablePromotions.push_back((PromotionT ypes)iI);
}
//* combat strength promotions
else if (kPromotion.getCombatPercent() > 0)
{
aDefenderAvailablePromotions.push_back((PromotionT ypes)iI);
}
//* domain mod
else if (kPromotion.getDomainModifierPercent((int)getDomai nType()))
{
aDefenderAvailablePromotions.push_back((PromotionT ypes)iI);
}
} //if attacker withdrawn
} //end promotion types cycle
//promote attacker:
if (!isDead() && aAttackerAvailablePromotions.size() > 0)
{
FAssertMsg(maxHitPoints() - iAttackerInitialDamage > 0, "Attacker is Dead!");
int iHealthPercent = (maxHitPoints() - getDamage()) * 100 / std::max(1,(maxHitPoints() - iAttackerInitialDamage));
int iPromotionChanceModifier = iHealthPercent * iHealthPercent / maxHitPoints();
int iPromotionChance = (GC.getCOMBAT_DIE_SIDES() - iWinningOdds) * (100 + iPromotionChanceModifier) / 100;
if (GC.getGameINLINE().getSorenRandNum(GC.getCOMBAT_D IE_SIDES(), "Occasional Promotion") < iPromotionChance)
{
//select random promotion from available
PromotionTypes ptPromotion = aAttackerAvailablePromotions[
GC.getGameINLINE().getSorenRandNum(aAttackerAvaila blePromotions.size(), "Select Promotion Type")];
//promote
setHasPromotion(ptPromotion, true);
bAttackerPromoted = true;
//Reset XP
setExperience100(iInitialAttXP);
GET_PLAYER(getOwnerINLINE()).setCombatExperience(i InitialAttGGXP);
// Great Commander XP
if (getUsedCommander() != NULL)
{
getUsedCommander()->setExperience100(getUsedCommander()->getExperience100() + 100);
}
//show message
CvWString szBuffer = gDLL->getText("TXT_KEY_MISC_YOUR_UNIT_PROMOTED_IN_BATTLE", getNameKey(), GC.getPromotionInfo(ptPromotion).getText());
gDLL->getInterfaceIFace()->addMessage(
getOwnerINLINE(), false, GC.getEVENT_MESSAGE_TIME(), szBuffer,
GC.getPromotionInfo((PromotionTypes)0).getSound(), MESSAGE_TYPE_INFO, NULL,
(ColorTypes)GC.getInfoTypeForString("COLOR_GREEN"), this->plot()->getX_INLINE(), this->plot()->getY_INLINE());
}
}
//promote defender:
if (!pDefender->isDead() && aDefenderAvailablePromotions.size() > 0)
{
FAssertMsg(pDefender->maxHitPoints() - iDefenderInitialDamage > 0, "Defender is Dead!");
int iHealthPercent = (pDefender->maxHitPoints() - pDefender->getDamage()) * 100 / std::max(1,(pDefender->maxHitPoints() - iDefenderInitialDamage));
int iPromotionChanceModifier = iHealthPercent * iHealthPercent / pDefender->maxHitPoints();
int iPromotionChance = iWinningOdds * (100 + iPromotionChanceModifier) / 100;
if (GC.getGameINLINE().getSorenRandNum(GC.getCOMBAT_D IE_SIDES(), "Occasional Promotion") < iPromotionChance)
{
//select random promotion from available
PromotionTypes ptPromotion = aDefenderAvailablePromotions[
GC.getGameINLINE().getSorenRandNum(aDefenderAvaila blePromotions.size(), "Select Promotion Type")];
//promote
pDefender->setHasPromotion(ptPromotion, true);
//Reset XP
pDefender->setExperience100(iInitialDefXP);
GET_PLAYER(pDefender->getOwnerINLINE()).setCombatExperience(iInitialDefG GXP);
bDefenderPromoted = true;
// Great Commander XP
if (pDefender->getUsedCommander() != NULL)
{
pDefender->getUsedCommander()->setExperience100(pDefender->getUsedCommander()->getExperience100() + 100);
}
//show message
CvWString szBuffer = gDLL->getText("TXT_KEY_MISC_YOUR_UNIT_PROMOTED_IN_BATTLE", pDefender->getNameKey(),
GC.getPromotionInfo(ptPromotion).getText());
gDLL->getInterfaceIFace()->addMessage(
pDefender->getOwnerINLINE(), false, GC.getEVENT_MESSAGE_TIME(), szBuffer,
GC.getPromotionInfo((PromotionTypes)0).getSound(), MESSAGE_TYPE_INFO, NULL,
(ColorTypes)GC.getInfoTypeForString("COLOR_GREEN"), pPlot->getX_INLINE(), pPlot->getY_INLINE());
}
}
}
}
}
sharinel Oct 05, 2011, 11:00 AM As Ray Winstone's giant disembodied head would say - Luverly
AIAndy Oct 05, 2011, 11:23 AM I had updated my CvGameCoreDLL.rar from the patch forum.
After I reinstalled the file and started a new game, I was able to build the wonder after using world editor.
I ran your savegame with the current SVN version and the world wonder was buildable.
nichopoleve Oct 05, 2011, 12:05 PM I ran your savegame with the current SVN version and the world wonder was buildable.
Could you build it right away when you loaded the savegame?
AIAndy Oct 05, 2011, 12:33 PM Could you build it right away when you loaded the savegame?
I could, yes.
Actuarian Oct 05, 2011, 02:07 PM You can build mutliple myths of the croc (in any city, one per city) - I doubt this is intended.
climat Oct 05, 2011, 03:35 PM @DH
Any news on doctor specialist?
Dancing Hoskuld Oct 05, 2011, 03:52 PM You can build mutliple myths of the croc (in any city, one per city) - I doubt this is intended.
Actually, it was. However in the next version you wont.:D
@DH
Any news on doctor specialist?
I have not looked at it for a couple of weeks. It keeps getting pushed down in priority
Which reminds me, StrategyOnly, I have found what I think is the fully integrated version of Orion Veteran's Immigration mod. I have not put it back in yet as I have not tested that it is the latest.
krushyn Oct 05, 2011, 05:03 PM Quick question... In my capital I have a High Walls which replaces walls (I double checked in WB)... and walls are needed to build The Ishtar Gate... now... I cannot build The Ishtar Gate because walls req. is in red....... does it mean that High Walls are not recognized by prereq. checker as walls replacement?
Edit: I've played a bit with WB and changing High Walls to Walls does the trick.... is that intended to limit duration of particular wonder ability to be erected?
Dancing Hoskuld Oct 05, 2011, 05:07 PM Quick question... In my capital I have a High Walls which replaces walls (I double checked in WB)... and walls are needed to build The Ishtar Gate... now... I cannot build The Ishtar Gate because walls req. is in red....... does it mean that High Walls are not recognized by prereq. checker as walls replacement?
No, idea. It may be that High Walls don't replace walls but upgrade them.
It does means that The Ishtar Gate needs to be updated with the or requirement. Edit brain not working, I can't see how to do this atm. :(
krushyn Oct 05, 2011, 05:24 PM No, idea. It may be that High Walls don't replace walls but upgrade them.
It does means that The Ishtar Gate needs to be updated with the or requirement. Edit brain not working, I can't see how to do this atm. :(
Well... High Walls do upgrade Walls, which actually replaces wall erasing them from the list of city buildings (I checked in WB cannot have both at the same time, heaving HW automatically undo walls), but High Walls should be good enough as prereq. for The Ishtar Gate.
If upgrade cancels prereq for building ...well maybe it should carry abilities of a replaced/upgraded building as a prereq? I am sure there are more cases like this one.
Edit: What about adding building upgrade tree as eventual list of buildings needed to get a wonder.... does it use on "and/or" operators or only "and" ? (sort of :wall or high walls or ....)
Edit2: The "legal" way without WB is to sell HW ...than build walls again .... ;)
climat Oct 05, 2011, 05:46 PM <PrereqOrBuildingClasses> tag is for this.
Dancing Hoskuld Oct 05, 2011, 06:18 PM Well... High Walls do upgrade Walls, which actually replaces wall erasing them from the list of city buildings (I checked in WB cannot have both at the same time, heaving HW automatically undo walls), but High Walls should be good enough as prereq. for The Ishtar Gate.
If upgrade cancels prereq for building ...well maybe it should carry abilities of a replaced/upgraded building as a prereq? I am sure there are more cases like this one.
Edit: What about adding building upgrade tree as eventual list of buildings needed to get a wonder.... does it use on "and/or" operators or only "and" ? (sort of :wall or high walls or ....)
Edit2: The "legal" way without WB is to sell HW ...than build walls again .... ;)
As I said, my brain wasn't working. ;) Been for my morning walk and things may be back on track, or I maybe coming down with a cold.
It depends if the building "upgrades" or "replaces" two totally different implementations. If it "replaces" then the replaced buildings is available for use by the normal method (I think). If it upgrades then the original building is no longer in the city.
<PrereqOrBuildingClasses> tag is for this.
Thanks.
Edit Fix put in SVN although something else is not looking quite right with it.
climat Oct 05, 2011, 07:00 PM Ishtar Gate is defined twice. Ishtar_CIV4BuildingInfos.xml in Tsentom1/Ishtar and RoM_Religions_CIV4BuildingInfos.xml in DancingHoskuld/Custom_Religions/Std_RoM_Religions.
Dancing Hoskuld Oct 05, 2011, 07:20 PM Ishtar Gate is defined twice. Ishtar_CIV4BuildingInfos.xml in Tsentom1/Ishtar and RoM_Religions_CIV4BuildingInfos.xml in DancingHoskuld/Custom_Religions/Std_RoM_Religions.
Thanks. Fixed, putting in the SVN now.
climat Oct 06, 2011, 03:04 AM @DH
Now Ishtar Gate doesn't require Zoroastrianism.
Dancing Hoskuld Oct 06, 2011, 03:12 AM @DH
Now Ishtar Gate doesn't require Zoroastrianism.
I really should not do stuff when i feel this bad.:(
strategyonly Oct 06, 2011, 03:17 AM I really should not do stuff when i feel this bad.:(
I hear that, now you, Hydro and myself are all under the weather as of today? What the heck is going on here?:vomit:
climat Oct 06, 2011, 03:21 AM Take some rest, guys. Health is more important than anything.
bill2505 Oct 06, 2011, 06:12 AM Take some rest, guys. Health is more important than anything.
a big agree on this
nichopoleve Oct 06, 2011, 10:27 AM I have started 3 new games now and I am wondering if subdue animals is broken?
I have been in 50 battles total with animals without getting a single one of them subdued.
I have used, wanderer, scout and stone spearman and none with a result.
Using unmodified c2c download.
EldrinFal Oct 06, 2011, 10:31 AM I have started 3 new games now and I am wondering if subdue animals is broken?
I have been in 50 battles total with animals without getting a single one of them subdued.
I have used, wanderer, scout and stone spearman and none with a result.
Using unmodified c2c download.
That seems unusual. Even with stock v17 you should be subduing regularly. Once you get your Hunting promotions it should happen fairly often in fact. I haven't had any problems with subduing since v17 so not sure why you are experiencing that.
Non-hunting types have a much lower rate of subduing, so spearmen, axemen, etc. are more likely going to kill the creature than subdue.
nichopoleve Oct 06, 2011, 10:33 AM That seems unusual. Even with stock v17 you should be subduing regularly. Once you get your Hunting promotions it should happen fairly often in fact. I haven't had any problems with subduing since v17 so not sure why you are experiencing that.
Non-hunting types have a much lower rate of subduing, so spearmen, axemen, etc. are more likely going to kill the creature than subdue.
Is hunting promotion a must btw?
EldrinFal Oct 06, 2011, 10:37 AM Is hunting promotion a must btw?
No, it isn't required. Nor is the Hunting tech. The promotion does improve chances though.
DH is the one who coded the hunting mechanic so he'd know the details better. Typically on my games, whether it is coincidence or coding, I typically don't subdue much until I get Oral Tradition, since that is when you can create the Myth "Buildings".
nichopoleve Oct 06, 2011, 10:49 AM No, it isn't required. Nor is the Hunting tech. The promotion does improve chances though.
DH is the one who coded the hunting mechanic so he'd know the details better. Typically on my games, whether it is coincidence or coding, I typically don't subdue much until I get Oral Tradition, since that is when you can create the Myth "Buildings".
Is there a difference in subduing if I attack vs defending from attack?
EldrinFal Oct 06, 2011, 11:40 AM Is there a difference in subduing if I attack vs defending from attack?
Check out this thread:
http://forums.civfanatics.com/showthread.php?t=417678&page=4
Details there on how it works.
Dancing Hoskuld Oct 06, 2011, 02:28 PM I have started 3 new games now and I am wondering if subdue animals is broken?
I have been in 50 battles total with animals without getting a single one of them subdued.
I have used, wanderer, scout and stone spearman and none with a result.
Using unmodified c2c download.
I expect that the AI is having all the luck.:mischief: You should be getting a subdued animal about twice in 5 battles with some of those becoming resources instead. I have just played 4 games to classical, in the first I was swamped with subdued animals, the next two I gave up because I saw only about 10 animals in the prehistoric era, none of which I was able to subdue. In the latest one I have only captured a few animals, then I found large herds on a neighbouring island. Still I a not capturing them. However I am capturing every shark I see, sharks are new.
I am beginning to think I may have the animal level too low since I am seeing barbarians settle into cities in the prehistoric period rather than the classic as they used to.
Edit that should be 45% subdue chance if you have the hunting promotion, 10% otherwise, modified up by woodsmen, gurilla and hunting promotions.
nichopoleve Oct 06, 2011, 03:06 PM I expect that the AI is having all the luck.:mischief: You should be getting a subdued animal about twice in 5 battles with some of those becoming resources instead. I have just played 4 games to classical, in the first I was swamped with subdued animals, the next two I gave up because I saw only about 10 animals in the prehistoric era, none of which I was able to subdue. In the latest one I have only captured a few animals, then I found large herds on a neighbouring island. Still I a not capturing them. However I am capturing every shark I see, sharks are new.
I am beginning to think I may have the animal level too low since I am seeing barbarians settle into cities in the prehistoric period rather than the classic as they used to.
Edit that should be 45% subdue chance if you have the hunting promotion, 10% otherwise, modified up by woodsmen, gurilla and hunting promotions.
After I downloaded the mod again and installed, everything works.
I just got a donkey that got subdued.
Theres is no entry in the cevopedia.
Can it make a unique building like donkey farm etc?
Dancing Hoskuld Oct 06, 2011, 03:16 PM After I downloaded the mod again and installed, everything works.
I just got a donkey that got subdued.
Theres is no entry in the cevopedia.
Can it make a unique building like donkey farm etc?
That is probably because the wild donkey is an onager(sp?). It can build the "myth of the horse", "herd - mule" and totem/pet buildings. The "Herd - mule" allows a "Mule Trainer" which allows the Mule Worker which is a fast worker and Pack Mule which is an explorer type unit that can cross mountains.
I will fix the pedia.
EldrinFal Oct 06, 2011, 03:22 PM I expect that the AI is having all the luck.:mischief: You should be getting a subdued animal about twice in 5 battles with some of those becoming resources instead. I have just played 4 games to classical, in the first I was swamped with subdued animals, the next two I gave up because I saw only about 10 animals in the prehistoric era, none of which I was able to subdue. In the latest one I have only captured a few animals, then I found large herds on a neighbouring island. Still I a not capturing them. However I am capturing every shark I see, sharks are new.
I am beginning to think I may have the animal level too low since I am seeing barbarians settle into cities in the prehistoric period rather than the classic as they used to.
I have barb civs popping up in the Ancient era. Seems like about the right time to me and qty. Why do you think the animal spawn is related?
Snakes should be toned down slightly. They seem to spawn for me more than anything else. Then again, I play on a Wet map, so it may just be from the extra jungle. In which case it's fine. :mischief:
I have a ton of Mermaids on my map though. Some areas literally there are several schools of them floating in the water just waiting for some boat full of horny sailors to come by. :lol: I don't have the latest SVN with all the new water creatures though, so perhaps that creates a more even spread.
Dancing Hoskuld Oct 06, 2011, 03:31 PM After I downloaded the mod again and installed, everything works.
I just got a donkey that got subdued.
Theres is no entry in the cevopedia.
Can it make a unique building like donkey farm etc?
Actually, none of the subdued animals appear in the pedia. Should they?
I have barb civs popping up in the Ancient era. Seems like about the right time to me and qty. Why do you think the animal spawn is related?
If the animals are taking up the room then barbarian units can't spawn because they use the BtS method which means they only spawn on plots not visible to any unit including barbarians.
Snakes should be toned down slightly. They seem to spawn for me more than anything else. Then again, I play on a Wet map, so it may just be from the extra jungle. In which case it's fine. :mischief:
they are slightly more common that other animals. I have realised that I need to go through the spawn XML to replace the artificial resource spawns with more realistic feature spawns.
I have a ton of Mermaids on my map though. Some areas literally there are several schools of them floating in the water just waiting for some boat full of horny sailors to come by. :lol: I don't have the latest SVN with all the new water creatures though, so perhaps that creates a more even spread.
Can't move for sea critters in my last game. ;) The jumping, humpback whales by SaibotLieh are amazing. I tried to get the other whales to use the same animations but it did not work. :(
I am also getting far too many eagles and hawks.
nichopoleve Oct 06, 2011, 03:36 PM [QUOTE=Dancing Hoskuld;10944999]Actually, none of the subdued animals appear in the pedia. Should they?
I found a few of them.
There does not exist a herd - Mule in the game.
According to the cevopedia only herd - donkey is available and that building does nothing exept giving +1 food and hammer
And auroc can only build cow- herd
Hydromancerx Oct 06, 2011, 03:44 PM Actually, none of the subdued animals appear in the pedia. Should they?
If you go under the animal category and then select their name from the list you should be able see their pedia page.
Can't move for sea critters in my last game. ;) The jumping, humpback whales by SaibotLieh are amazing. I tried to get the other whales to use the same animations but it did not work. :(
That's because the models are from completely different games. The humpback is from Empire Earth 3 and the Minke Whale is a Zoo Tycoon 2 mod animal.
EldrinFal Oct 06, 2011, 03:54 PM If the animals are taking up the room then barbarian units can't spawn because they use the BtS method which means they only spawn on plots not visible to any unit including barbarians.
You fixed this then? I mentioned not long ago that they WERE spawning in visible plots, but didn't know if a fix was made. It must be fairly recent if so because my game had a large number of land animals. (On Raging Barbs though).
they are slightly more common that other animals. I have realised that I need to go through the spawn XML to replace the artificial resource spawns with more realistic feature spawns.
Spawning in Jungles, Desert, and Forest is realistic, but you have to tone down iTurns and the density tags to keep them from spawning TOO much. Andy's new Area density tag could help out there.
Can't move for sea critters in my last game. ;) The jumping, humpback whales by SaibotLieh are amazing. I tried to get the other whales to use the same animations but it did not work. :(
I am also getting far too many eagles and hawks.
Haven't seen those yet, but will likely update my active game version today. Glad there are finally some flying animals.
As a side note, I think Gorillas or any two-legged beasts in general should only be 1 Movement. I'm tempted to suggest Cheetahs and Horses have the Field/Plains promotion so they move even faster on Grassland and Plains (although not with Forest present... guess that is tricky). And I think the single Lion is at Str 1. :sad:
nichopoleve Oct 06, 2011, 04:00 PM active game version?
Is there a new version besides v.17 ?
Dancing Hoskuld Oct 06, 2011, 04:09 PM active game version?
Is there a new version besides v.17 ?
No, not yet. The modders are working with the beta (SVN) version which I don't recommend at the moment because I can't get past the first turn :(
Dancing Hoskuld Oct 06, 2011, 04:12 PM You fixed this then? I mentioned not long ago that they WERE spawning in visible plots, but didn't know if a fix was made. It must be fairly recent if so because my game had a large number of land animals. (On Raging Barbs though).
No, I haven't fixed it for the animals. It is the default for BtS spawns which is what is used for barbarians and barbarian towns.
I am wondering if we need a special initial spawn at about turn 11 to get some animals on the map rather than what we have now which is more designed towards maintaining animal numbers. This should solve the problem of seeing no animals until turn 50.
EldrinFal Oct 06, 2011, 04:15 PM active game version?
Is there a new version besides v.17 ?
I'm using a slightly older SVN as the one I'm actually playing a game on. Though I'll be updating soon.
I keep my playing folder separate from the SVN so I don't accidentally commit any temporary changes I've made.
Dancing Hoskuld Oct 06, 2011, 04:18 PM I keep my playing folder separate from the SVN so I don't accidentally commit any temporary changes I've made.
As do all good modders. ;)
EldrinFal Oct 06, 2011, 04:18 PM No, I haven't fixed it for the animals. It is the default for BtS spawns which is what is used for barbarians and barbarian towns.
I am wondering if we need a special initial spawn at about turn 11 to get some animals on the map rather than what we have now which is more designed towards maintaining animal numbers. This should solve the problem of seeing no animals until turn 50.
You're not seeing ANY animals until turn 50?? :confused:
Maybe if there are multiple waves like with the Neanderthals, you could make the first wave short and more copious, then settle into a more gentle spawn rate after that.
little_cyclone Oct 06, 2011, 05:26 PM If the animals are taking up the room then barbarian units can't spawn because they use the BtS method which means they only spawn on plots not visible to any unit including barbarians.
Hmmmm, that would explain why my Raging Barbarians have been less Raging and more Mildly Agitated as of late.. I hardly ever see barbarians, tho I do see animals fairly regularly..
Dancing Hoskuld Oct 06, 2011, 05:30 PM As a side note, I think Gorillas or any two-legged beasts in general should only be 1 Movement. I'm tempted to suggest Cheetahs and Horses have the Field/Plains promotion so they move even faster on Grassland and Plains (although not with Forest present... guess that is tricky). And I think the single Lion is at Str 1. :sad:
Make animal suggestions on the Subdue animal thread or I will forget them. I may be able to give a bonus on terrain ie plains and grasslands and a penalty on features like forest.
Single lion has str 2 like the cheetah and hyena.
EldrinFal Oct 06, 2011, 05:53 PM Make animal suggestions on the Subdue animal thread or I will forget them. I may be able to give a bonus on terrain ie plains and grasslands and a penalty on features like forest.
Single lion has str 2 like the cheetah and hyena.
Ok, see other thread.
http://forums.civfanatics.com/showthread.php?p=10939807#post10939807
Thunderbrd Oct 08, 2011, 01:51 PM Hey guys! I've been back for a while, lurking, playtesting, getting caught up on all that's happened in my absence.
Let me just say that you've all done a hell of an amazing job here. I think there's a lot of little balance issues and tweaks but the AI is working great, the game is running smoothly (I'm not playing off the SVN but as straight v17 at the moment - will get on the SVN soon, possibly even this weekend), the new terrains (WOW!) are just the coolest, units have a pretty nice interplay, there's an expansive feeling of opening up eras within eras here (the wild west stuff is adding a tremendously neat new feel for that timezone) and the ideas just keep spilling in. All in all, while the mod has long struggled for a sense of strategic balance, its definately starting to zero in now.
But there's still a lot of work to be done and I'm terribly sorry I had to back away for a bit myself. RL and other obligations have made it tought to keep up here. But I should be finding a bit more time for focus in this arena so I figure I'll start by getting back primarily to some building balance issues - look for comments there as I throw down some game theory on some of the commerce balance issues and how we can best address them before I just start going to town testing out new edits.
Anyhow, I'll be commenting on a lot, most in fact, of the issues in these nice new threads in our amazingly helpful subforum (wow we really needed this and it sooooo shows! Great job getting the mods to finally manifest one for us SO!) And all in all I'll be continuing playtesting as I have a great and so far stable game going with my wife on a LAN game.
We've made it into the late Manifest Destiny Era as a team on Monarch level. We have two other civs that keep challenging any form of technological supremacy we strive for that have managed to keep us at bay. (This is pretty impressive for the ai given how well we usually exploit the game benefits.) We've experienced a lot of frustrations but most were of the positive variety (things that just made the decision making process a bit more difficult in most cases.) Anyhow, more commentary to come across various pages in our sub-forum.
But yeah, thank you all for the hard work and dedication you've given this mod... its rapidly becoming unchallengeable as the BEST and most comprehensive mod EVER!
bill2505 Oct 08, 2011, 03:15 PM Hey guys! I've been back for a while, lurking, playtesting, getting caught up on all that's happened in my absence.
Let me just say that you've all done a hell of an amazing job here. I think there's a lot of little balance issues and tweaks but the AI is working great, the game is running smoothly (I'm not playing off the SVN but as straight v17 at the moment - will get on the SVN soon, possibly even this weekend), the new terrains (WOW!) are just the coolest, units have a pretty nice interplay, there's an expansive feeling of opening up eras within eras here (the wild west stuff is adding a tremendously neat new feel for that timezone) and the ideas just keep spilling in. All in all, while the mod has long struggled for a sense of strategic balance, its definately starting to zero in now.
But there's still a lot of work to be done and I'm terribly sorry I had to back away for a bit myself. RL and other obligations have made it tought to keep up here. But I should be finding a bit more time for focus in this arena so I figure I'll start by getting back primarily to some building balance issues - look for comments there as I throw down some game theory on some of the commerce balance issues and how we can best address them before I just start going to town testing out new edits.
Anyhow, I'll be commenting on a lot, most in fact, of the issues in these nice new threads in our amazingly helpful subforum (wow we really needed this and it sooooo shows! Great job getting the mods to finally manifest one for us SO!) And all in all I'll be continuing playtesting as I have a great and so far stable game going with my wife on a LAN game.
We've made it into the late Manifest Destiny Era as a team on Monarch level. We have two other civs that keep challenging any form of technological supremacy we strive for that have managed to keep us at bay. (This is pretty impressive for the ai given how well we usually exploit the game benefits.) We've experienced a lot of frustrations but most were of the positive variety (things that just made the decision making process a bit more difficult in most cases.) Anyhow, more commentary to come across various pages in our sub-forum.
But yeah, thank you all for the hard work and dedication you've given this mod... its rapidly becoming unchallengeable as the BEST and most comprehensive mod EVER!
to corect you the best GAME ever
krushyn Oct 08, 2011, 03:36 PM I thought I've seen everything. My Carack, lead by Warlord with some Noble attached, so many upgrades that it would take some time to list, was just turn to drift wood by barbarian...... tuna fish.
Yers, yes.... left maybe 10 percent of health points.... but still... tuna?
Edit:It must be some killer tuna... Just ate my subdued shark!
Dancing Hoskuld Oct 08, 2011, 06:13 PM I thought I've seen everything. My Carack, lead by Warlord with some Noble attached, so many upgrades that it would take some time to list, was just turn to drift wood by barbarian...... tuna fish.
Yers, yes.... left maybe 10 percent of health points.... but still... tuna?
Edit:It must be some killer tuna... Just ate my subdued shark!
:joke:That is because tuna have discovered the "maelstrom" tactic and go round in circles until your ship or whatever gets sucked down to the bottom.:lol:
These units are in the experimental area for a reason. One is to get the balance right.
Hydromancerx Oct 09, 2011, 02:41 AM Anyhow, I'll be commenting on a lot, most in fact, of the issues in these nice new threads in our amazingly helpful subforum (wow we really needed this and it sooooo shows! Great job getting the mods to finally manifest one for us SO!) And all in all I'll be continuing playtesting as I have a great and so far stable game going with my wife on a LAN game.
I had been pestering them for awhile. I am not sure how much SO pestered but near the end I got PMs from them asking if we wanted a separate sub-forum or one within RoM's. They also requested that I provide links to the threads that needed to be moved. I of course requested a separate non-RoM sub-forum and tracked down all the links. So thanks again CFC mods. :goodjob: it has really blossomed now that people can find us and we have room to discuss stuff.
I thought I've seen everything. My Carack, lead by Warlord with some Noble attached, so many upgrades that it would take some time to list, was just turn to drift wood by barbarian...... tuna fish.
Yers, yes.... left maybe 10 percent of health points.... but still... tuna?
Edit:It must be some killer tuna... Just ate my subdued shark!
They are pissed because people keep calling them "chicken of the sea", and no one calls them "chicken". :trouble:
krushyn Oct 09, 2011, 07:37 AM I had been pestering them for awhile. I am not sure how much SO pestered but near the end I got PMs from them asking if we wanted a separate sub-forum or one within RoM's. They also requested that I provide links to the threads that needed to be moved. I of course requested a separate non-RoM sub-forum and tracked down all the links. So thanks again CFC mods. :goodjob: it has really blossomed now that people can find us and we have room to discuss stuff.
They are pissed because people keep calling them "chicken of the sea", and no one calls them "chicken". :trouble:
..... now I am afraid to open a can. No more tuna salad for me.
strategyonly Oct 09, 2011, 10:23 AM ..... now I am afraid to open a can. No more tuna salad for me.
"Charlie" just got mad is all, thought people were making fun of him:joke::splat:
Thunderbrd Oct 09, 2011, 12:27 PM Thought I was opening a can of tuna... turned out to be a can of whoopass... ugh
Midgard Eagle Oct 09, 2011, 01:00 PM View Post
I thought I've seen everything. My Carack, lead by Warlord with some Noble attached, so many upgrades that it would take some time to list, was just turn to drift wood by barbarian...... tuna fish.
Yers, yes.... left maybe 10 percent of health points.... but still... tuna?
Edit:It must be some killer tuna... Just ate my subdued shark!Dwarf Fortress syndrome :p ? :cough: carp :cough:
Mattygerst Oct 10, 2011, 07:49 AM I am a big civ player and have generally used RoM:AND, and LoR. I am now ready to move on and try C2C. However...the download link for me is not working. Could anyone check the link, or provide a torrent (the torrent provided by dima in the download link is also not working).
Thanks for the help!
JosEPh_II Oct 10, 2011, 09:16 AM http://www.megaupload.com/?d=2LEUEADM
This is the D/L link Matty. Not sure why StrategyOnly doesn't add it to his sig line.
JosEPh
Koshling Oct 10, 2011, 09:48 AM I am a big civ player and have generally used RoM:AND, and LoR. I am now ready to move on and try C2C. However...the download link for me is not working. Could anyone check the link, or provide a torrent (the torrent provided by dima in the download link is also not working).
Thanks for the help!
Be aware that V18 is due in about a week's time.
Tedyke Oct 11, 2011, 03:49 AM Hello
since I have read that its allowed to use stuff from C2C I'm working on a little mod for my own by adding some leaderheads and units to BTS 3.19. The leaderheads is not a problem and only need some XML editing. Units seems a whole other thing since I cant find them for example the F35. Have you guys some tips for me on this.
Thanks
edit: Forget about this post, allready figured it out. :)
strategyonly Oct 11, 2011, 03:56 AM http://www.megaupload.com/?d=2LEUEADM
This is the D/L link Matty. Not sure why StrategyOnly doesn't add it to his sig line.
JosEPh
Because i want people to look at the "whole" thread not just the download one, thats what the others that like the mod are for.:p;) "hint"
JosEPh_II Oct 11, 2011, 02:14 PM Sorry SO but it's too many layers to work thru to get to the download imho.
But if that's what you want....
JosEPh
wowa30 Oct 11, 2011, 03:07 PM Question, today to start to play version 17 or it will be soon version 18?
EldrinFal Oct 11, 2011, 03:15 PM Question, today to start to play version 17 or it will be soon version 18?
Less than 1 week until v18.
Edit: Maybe longer now :(
VineFynn Oct 12, 2011, 01:52 AM I'm presuming this is a bug, but w/e.
Whenever I try to use the MAD Nukes Screen, it doesn't do anything (when I click the button) but when I try to shortcut it, it comes up with this error:
Error in kbdEvent event handler <bound method MADNukesEventManager.onKbdEvent of <MADNukesEventManager.MADNukesEventManager instance at 0x1B43AB70>>
That's all I know. Is there a dump file I can submit or something to you guys?
EDIT: I checked the mod (http://forums.civfanatics.com/showthread.php?t=168858) that the manager is presumably from, but there is no "Strategic Air Command" building in the civilopedia.
:confused:
Solitude102 Oct 12, 2011, 08:06 PM What's being plan for V18? Can't wait >.<.
Dancing Hoskuld Oct 12, 2011, 08:33 PM What's being plan for V18? Can't wait >.<.
:mischief:Whatever it is that we put in.:D. Once I have it in to the SVN and fully tested I forget what it was and move on to the next thing. i did get the reef improvements (beacon and lighthouse) working properly, but I have thought of a possible way of improving them more.
Thunderbrd Oct 12, 2011, 08:47 PM One great way to improve on reefs would be to improve on the graphic... I wonder if there are any better for it out there. Or if we could even just reskin or recolor the current 'stone in the water' we currently use that looks more like a rocky outcrop than a reef.
strategyonly Oct 13, 2011, 01:43 AM One great way to improve on reefs would be to improve on the graphic... I wonder if there are any better for it out there. Or if we could even just reskin or recolor the current 'stone in the water' we currently use that looks more like a rocky outcrop than a reef.
Dont know what else you'd use, cause even in the definition of a reef is:
In nautical terminology, a reef is a rock, sandbar, or other feature lying beneath the surface of the water. (six fathoms or less at low water).:confused:
Thunderbrd Oct 13, 2011, 11:12 AM Maybe we need another type of reef in addition then... a coral reef that tends to surround most island spaces?
Dancing Hoskuld Oct 13, 2011, 01:43 PM Maybe we need another type of reef in addition then... a coral reef that tends to surround most island spaces?
I think I have a source for a coral feature now but I have not pillaged it and tried it in game yet.
strategyonly Oct 15, 2011, 06:03 AM UPDATE Version 18 uploaded
bill2505 Oct 15, 2011, 06:50 AM why you dont create a new changelog thread instead of this http://forums.civfanatics.com/showpost.php?p=7175010&postcount=2
having a thread specific for changelog would be more usefull because now remnants of old changelog stay like this
"Koshling:
doubling in the speed for turn completion."
seeing this someone could thing that evey version the speed turn is doubled
strategyonly Oct 15, 2011, 08:05 AM why you dont create a new changelog thread instead of this http://forums.civfanatics.com/showpost.php?p=7175010&postcount=2
having a thread specific for changelog would be more usefull because now remnants of old changelog stay like this
"Koshling:
doubling in the speed for turn completion."
seeing this someone could thing that evey version the speed turn is doubled
Take a look now, it usually takes me a HOUR to get them all in, just give me time, thx.
bill2505 Oct 15, 2011, 08:27 AM Take a look now, it usually takes me a HOUR to get them all in, just give me time, thx.
i know that .but my suggestion stand. why you dont create a thread only for changelogs
JosEPh_II Oct 15, 2011, 08:29 AM 2 hrs and 37min. @ 108KB/sec from NOW!
JosEPh ;)
Ps. I Hate satellite dsl.
Edit: 3 hrs laaatterrrrr........I can finally unpack this sucker!
Solitude102 Oct 15, 2011, 10:34 AM V18 has multiple loading issues with the 'xml' : (.
Koshling Oct 15, 2011, 11:40 AM V18 has multiple loading issues with the 'xml' : (.
Anyone else getting this? Can you be more pecise? Specific error message? I'm running from SVN (which seems fine), so I can't coroborate the V18 download per se...
Solitude102 Oct 15, 2011, 12:37 PM Anyone else getting this? Can you be more pecise? Specific error message? I'm running from SVN (which seems fine), so I can't coroborate the V18 download per se...
Well I'm not running it from the SVN. I'll try that, whatever it is.. thanks.
Koshling Oct 15, 2011, 12:50 PM Well I'm not running it from the SVN. I'll try that, whatever it is.. thanks.
No - I just meant that its possiblel the uploaded V18 has someting wrong with it (that isnt refelcted in the SVN) in which case we need to pin that down and fix it - nothing you've done that's incorrect
strategyonly Oct 15, 2011, 01:08 PM V18 has multiple loading issues with the 'xml' : (.
Anyone else getting this? Can you be more pecise? Specific error message? I'm running from SVN (which seems fine), so I can't coroborate the V18 download per se...
Well I'm not running it from the SVN. I'll try that, whatever it is.. thanks.
No - I just meant that its possiblel the uploaded V18 has someting wrong with it (that isnt refelcted in the SVN) in which case we need to pin that down and fix it - nothing you've done that's incorrect
I am currently d/ling a copy of v18 to see if there is any problems with the UPload.
Dancing Hoskuld Oct 15, 2011, 02:09 PM 2 hrs and 37min. @ 108KB/sec from NOW!
JosEPh ;)
Ps. I Hate satellite dsl.
Edit: 3 hrs laaatterrrrr........I can finally unpack this sucker!
I have broadband and it will take over 4hrs to download.
Arian Oct 15, 2011, 02:21 PM UPDATE Version 18 uploaded
Congrats matey :goodjob:
strategyonly Oct 15, 2011, 02:49 PM V18 has multiple loading issues with the 'xml' : (.
Anyone else getting this? Can you be more precise? Specific error message? I'm running from SVN (which seems fine), so I can't corroborate the V18 download per se...
Well I'm not running it from the SVN. I'll try that, whatever it is.. thanks.
No - I just meant that its possible the uploaded V18 has something wrong with it (that isnt reflected in the SVN) in which case we need to pin that down and fix it - nothing you've done that's incorrect
I am currently d/ling a copy of v18 to see if there is any problems with the UPload.
For v18, i dont understand, i just downloaded a copy directly from Atomic Gamer myself, and put it on Auto play for 209 turns WITHOUT any adverse conditions on a PerfectMongoose Mastery Victory Conditions so all are included and no errors, CTD's, no loss of turn times, absolutely nothing wrong?
Congrats matey :goodjob:
Thx have a great time playing.
WimpyTheWarrior Oct 15, 2011, 03:34 PM Also d/l v18 from Atomic, played 190+ turns on Snail, Gigantic, no issues for me, Looks more interesting than V17 so far....
Koshling Oct 15, 2011, 05:43 PM @eldrinfal - http://www.wavlist.com/movies/272/blrn-burn.wav - great quote for whatever tech enables andriods
Solitude102 Oct 15, 2011, 05:55 PM For v18, i dont understand, i just downloaded a copy directly from Atomic Gamer myself, and put it on Auto play for 209 turns WITHOUT any adverse conditions on a PerfectMongoose Mastery Victory Conditions so all are included and no errors, CTD's, no loss of turn times, absolutely nothing wrong?
After deep pondering and browsing through my computer for possible errors among my Civilization files. I realized that my computer's regional settings were set to 'Mandalin Chinese/China' for whatever reason? I think one of my mates decided to prank me (Curse that bastard!). Once I changed it to the normal regional settings, everything turned out to be fine and I'm now enjoying this amazing mod.; great update btw. :)
EldrinFal Oct 15, 2011, 05:56 PM @eldrinfal - http://www.wavlist.com/movies/272/blrn-burn.wav - great quote for whatever tech enables andriods
You know, I was looking for a Bladerunner clip at that point in the story. Tyrel has some good quotes there for Androids and high-level tech in general, but I couldn't find a decent quality sound clip.
Good find! :goodjob:
(If you find any more, please post in the Quotes thread)
JosEPh_II Oct 15, 2011, 09:18 PM It's good to see Everyone else is having a Fine time in C2C land. :(
JosEPh
Navman Oct 15, 2011, 10:38 PM Greetings All:
Downloaded and installed v18 w/no probs. However, at about a dozen turns in,
I get the following msg:
"Beyond The Sword Has Encountered An Error And Needs To Close".
The following are given as details:
App Name:Civ4beyondthesword.exe
App Ver:3.1.9.0
ModName:Cvgamecoredll.dll
ModVer:3.1.9.0
Offset: 0026b570
Any ideas?
Have not had this issue w/any other version.
I do have the latest version of Rise of Mankind: A New Dawn installed,
but don't know why that would have any effect.
Thx.
Thunderbrd Oct 16, 2011, 12:14 AM Navman... that would be an example of a 'critical' gameplay issue and should be addressed in the bugs section. Please save your game in maximum compatibility mode as late as you can before your crash (I presume it IS repeatable?) and upload it to us in the Bugs thread.
Looks like with v18 I'm really going to have to dust off the old debugging tools ;)
The Turk Oct 16, 2011, 01:50 AM After selecting all the options I wanted in a custom game, I started the game, and it crashed. Also I wanted to start from the Ancient Age, is that impossible for Caveman2Cosmos?
wowa30 Oct 16, 2011, 03:59 AM There can be here someone knows?
http://forums.civfanatics.com/showthread.php?t=443369
nichopoleve Oct 16, 2011, 08:44 AM In city screen you can right click buildable buildings, wonders etc to see them in Civilipedia.
Is there a way you guys can make a shortcutbutton so that right clicking a unit portrait (or something similar) will open the unit in the civilopedia?
PS.
v18 is AWESOME! Thank you :)
dima1980 Oct 16, 2011, 09:02 AM Version 18
link for torrent client
magnet:?xt=urn:btih:MKSP4JDIHPZVUOIOZDD24E7K2VWOZD 2Y
Thunderbrd Oct 16, 2011, 11:32 AM After selecting all the options I wanted in a custom game, I started the game, and it crashed. Also I wanted to start from the Ancient Age, is that impossible for Caveman2Cosmos?
I'm curious to know what options you have selected so we can test that on our systems. Ancient Age starts are possible in C2C (but I'm not promising there wouldn't be some possible unforseen slight issues... let us know if you see anything amiss about such a start point. And I'd think you'd be missing out on the best element of the game myself...)
In city screen you can right click buildable buildings, wonders etc to see them in Civilipedia.
Is there a way you guys can make a shortcutbutton so that right clicking a unit portrait (or something similar) will open the unit in the civilopedia?
There are a few here who may be able to do something along those lines but we have a lot on our plates so its something to be very patient with. You may have to bring this one up again down the road when there are less pressing issues facing us.
The Turk Oct 16, 2011, 11:50 AM @Thunderbird,
No worries I fixed it. I just put two contradicting options on.
Also where did the idea for a "Deer Rider" come from? I say this, because when I started as the Persians in the Ancient Age, I started with a deer rider, which boggled my mind, considering that deer have never been domesticated due, to their genetics (they are wild animals)
PS. Why can other civilizations have "Tomahawk Throwers" considering that they were Native American. I found it strange to have one as the Persians.
Thunderbrd Oct 16, 2011, 12:45 PM @ Turk
1) what options were contradicting? This would be good for us to know I think.
2) The animal riders are an 'alternative history' line concept. I'm thinking it's likely these concepts will all be bundled into game options down the road so that you can turn them off or on at will based on what preferences you have for duplicating the world we know vs the world we perhaps could've known. This is the first foray into these ideas and as such is in a rudimentary stage of development still.
3) Perhaps down the road we need to limit Tomahawk Throwers to Native American base Heritage regions only. Until then, consider that its a necessary step in military technological development and that it could just as easily be called a stone hatchet thrower for other cultures.
Navman Oct 16, 2011, 02:05 PM Navman... that would be an example of a 'critical' gameplay issue and should be addressed in the bugs section. Please save your game in maximum compatibility mode as late as you can before your crash (I presume it IS repeatable?) and upload it to us in the Bugs thread.
Looks like with v18 I'm really going to have to dust off the old debugging tools ;)
Thunderbrd: Thx for your reply. I will post a save game in the appropriate thread.
Thx.
Hydromancerx Oct 16, 2011, 05:08 PM 3) Perhaps down the road we need to limit Tomahawk Throwers to Native American base Heritage regions only. Until then, consider that its a necessary step in military technological development and that it could just as easily be called a stone hatchet thrower for other cultures.
It was suppose to be called an "Axe Thrower" or "Hatchet Thrower", but ended up being called "Tomahawk Thrower" when SO made it.
walesscot Oct 16, 2011, 08:03 PM I got problem with Barbarians (not animals). They are almost everywhere. It's so hard to play in that game when they everywhere!
http://img-fotki.yandex.ru/get/5817/134576325.0/0_53963_a6bf4ed3_XXL.jpg
Thunderbrd Oct 16, 2011, 09:03 PM I presume we're looking at the units unskinned. That definately is a lot. Work is being done to address this but.. erm... did you select the option that increases barb spawns? That's more than I'm seeing in my game...
@Hydro... maybe we should make a UU for the Native American culture then? hmm...
EldrinFal Oct 16, 2011, 09:08 PM I presume we're looking at the units unskinned. That definately is a lot. Work is being done to address this but.. erm... did you select the option that increases barb spawns? That's more than I'm seeing in my game...
@Hydro... maybe we should make a UU for the Native American culture then? hmm...
If those are low-texture Neanderthals, a revision was already pushed to the SVN that applies an Area limitation to them.
walesscot Oct 16, 2011, 09:36 PM http://img-fotki.yandex.ru/get/4415/134576325.0/0_53965_9f71dfdf_XXL.jpg
http://img-fotki.yandex.ru/get/5817/134576325.0/0_53966_b5c3a32e_XXL.jpg
That's what I have.
walesscot Oct 16, 2011, 09:39 PM Map - ROM Earth2
Hydromancerx Oct 17, 2011, 02:29 AM @Hydro... maybe we should make a UU for the Native American culture then? hmm...
Which Native American culture? The Sioux has the Dog Soldier, but there are many other ones. StrategyOnly is working on the other ones. He just works slow on them. Rigth now he is doing the Cheyenne Rider, Comanche Horse Archer and Mapuche Ironwood Clubman. He told me to give them in sets of 3. So far he has done 3 out of 14. The other 3 are Zapotec Lightning Warrior, Toltec Coyote Runner and Navajo Rifleman.
climat Oct 17, 2011, 07:08 AM Quick question... In my capital I have a High Walls which replaces walls (I double checked in WB)... and walls are needed to build The Ishtar Gate... now... I cannot build The Ishtar Gate because walls req. is in red....... does it mean that High Walls are not recognized by prereq. checker as walls replacement?
Edit: I've played a bit with WB and changing High Walls to Walls does the trick.... is that intended to limit duration of particular wonder ability to be erected?
This problem again with Labyrinth of Knossos.
strategyonly Oct 17, 2011, 07:12 AM This problem again with Labyrinth of Knossos.
OK any bug, error etc should be directed to that thread, and just saying something is wrong is not very helpful, give alittle more info than that, thx and again thx for playing and helping with C2C.
Dancing Hoskuld Oct 17, 2011, 01:21 PM This problem again with Labyrinth of Knossos.
I think of it as a design feature:mischief:. If you haven't built it by the time you build high walls why should you be allowed to build it.:joke: I will fix it.
Argroww Oct 17, 2011, 02:51 PM V17 VERY stable...if a little slow at loading.....V18, CTD only about 10-15 turns into the game :-(
Koshling Oct 17, 2011, 02:55 PM V17 VERY stable...if a little slow at loading.....V18, CTD only about 10-15 turns into the game :-(
Is it reproducible reliably from end turn on a save game?
If it isn't, but happens every now and again without obvious pattern it's most likely cause is not being able to cope with the tile graphics. To rule this in/out try a game on one of the old maps that doesn't place any of the new tile types.
If, on the other hand, you have a repeatable case post the save game with instructions on how to reproduce please.
Edit - several people who reported crashes every few turns found they went away when they upgraded their graphics drivers, despite having no issues on V17. As mentioned above this is likely to do with the extra complexity in the new tile set, but check you're up to date on drivers as a first thing to check.
Dancing Hoskuld Oct 17, 2011, 05:22 PM This problem again with Labyrinth of Knossos.
Had another look at this one. It can't be changed. I can have
walls and one of (bull myth or ....)
but not
(walls or high walls) and one of (bull myth or ....)
climat Oct 17, 2011, 07:57 PM Personally, I think wall requirement is not needed.
Thunderbrd Oct 17, 2011, 09:39 PM but perhaps a stone good?
Hydromancerx Oct 17, 2011, 11:34 PM but perhaps a stone good?
That just makes more problems since what about Good (Marble), Good (Bricks), etc? At least with a wall it had all those "OR" choices within the wall requirements.
Argroww Oct 18, 2011, 12:15 AM Is it reproducible reliably from end turn on a save game?
If it isn't, but happens every now and again without obvious pattern it's most likely cause is not being able to cope with the tile graphics. To rule this in/out try a game on one of the old maps that doesn't place any of the new tile types.
If, on the other hand, you have a repeatable case post the save game with instructions on how to reproduce please.
Edit - several people who reported crashes every few turns found they went away when they upgraded their graphics drivers, despite having no issues on V17. As mentioned above this is likely to do with the extra complexity in the new tile set, but check you're up to date on drivers as a first thing to check.
Definately have up-to-date GFX drivers, I have a pretty old laptop (Dell Lattitude D620), not sure the drivers are being updated any more, but I have checked recently....however I will have to see if the CTD is repeatable, didn't have much time last night to test, it was unusual to get a CTD so early in the game. I'll see if it's repeatable tonight (being in the pre-historic era there's not exactly much I can do anyway).
Midgard Eagle Oct 18, 2011, 04:18 PM I'm getting crashes early in the game now, too... pity, but them's the grapes, I guess. Not as if my laptop isn't closing on five years old ;) .
Thunderbrd Oct 18, 2011, 07:05 PM I'm getting crashes early in the game now, too... pity, but them's the grapes, I guess. Not as if my laptop isn't closing on five years old ;) .
Keep in mind xp machines should be using the 3gb switch... if old enough this is usually a great fix (we've had to utilize that ourselves recently and found it was brilliant!)
Argroww Oct 19, 2011, 12:13 AM Been using that for ages now....well since I started trying large Civ mods anyway....didn't get time to see if the error reproduced, however from looking through the forums there seems to be enough reports of early crashes in v18 to suggest that there's something not quite right with the coding of the mod as opposed to too many of us having old rubbish hardware (not that we don't mind you......)
Mind you this is one of those development rules, the more you change, the more that can go wrong and the harder it is to find out where, if you add in 100 different changes then you have 100 different potential problem points.
Questdog Oct 19, 2011, 12:25 AM Been using that for ages now....well since I started trying large Civ mods anyway....didn't get time to see if the error reproduced, however from looking through the forums there seems to be enough reports of early crashes in v18 to suggest that there's something not quite right with the coding of the mod as opposed to too many of us having old rubbish hardware (not that we don't mind you......)
Mind you this is one of those development rules, the more you change, the more that can go wrong and the harder it is to find out where, if you add in 100 different changes then you have 100 different potential problem points.
Just for the record, I have yet to suffer a crash in v18 (and I am playing it way too much)......
My guess would be that the Neanderthal spawn issues (i.e. the map is carpeted with them) are causing MAFs. Try the fix for that posted in the patch thread.
Argroww Oct 19, 2011, 12:33 AM Well that's the weird thing isn't it, it's working fine for some, and not for others and you cannot put it down to hardware (well I can't anyway) when previous versions worked fine (v17 was fine for me, longer than any previous version actually.....), whereas v18 crashes far earlier than any other mod I've ever played....mind you that does suggest that the neanderthal spawn issues might be the source of this....I'll give that patch a go.
Koshling Oct 19, 2011, 06:31 AM Well that's the weird thing isn't it, it's working fine for some, and not for others and you cannot put it down to hardware (well I can't anyway) when previous versions worked fine (v17 was fine for me, longer than any previous version actually.....), whereas v18 crashes far earlier than any other mod I've ever played....mind you that does suggest that the neanderthal spawn issues might be the source of this....I'll give that patch a go.
If you have the crash that is caused by too many Neanderthals the patch probably won't rescue a save game that was very close to the crash condition anyway, but should resolve it for any new game (or for a save game that had not yet hit the 'tipping point' so to speak)
Argroww Oct 19, 2011, 06:33 AM Oh, now there's a thought, if this spawning issue was the fault, would I have noticed a slow-down before the crash....I don't believe I did, unless the spwn itself is whats caused the crash....in which case I wouldn't have noticed....due to it crashing :-D
Koshling Oct 19, 2011, 06:34 AM Oh, now there's a thought, if this spawning issue was the fault, would I have noticed a slow-down before the crash....I don't believe I did, unless the spwn itself is whats caused the crash....in which case I wouldn't have noticed....due to it crashing :-D
You'd have noticed the Neanderthals ;)
Argroww Oct 19, 2011, 06:37 AM Playing on an inland sea map and didn't have much map uncovered.....so no, don't think I would have noticed them....but i was watching TV at the same time so may have missed a hugh stack of neanderthals appearing before the game fell over.....all i recall was the usual transition from full-screen to windowed mode with the "waiting" cursor that usually indicates a CTD in process, wasn't looking at the screen right before the crash happened.
Koshling Oct 19, 2011, 06:38 AM Playing on an inland sea map and didn't have much map uncovered.....so no, don't think I would have noticed them....but i was watching TV at the same time so may have missed a hugh stack of neanderthals appearing before the game fell over.....all i recall was the usual transition from full-screen to windowed mode with the "waiting" cursor that usually indicates a CTD in process, wasn't looking at the screen right before the crash happened.
If you post a save game of the turn befoe the crash I can take a look and tell you whether that was the reason if you like (will be a bit later today though)
Argroww Oct 19, 2011, 06:45 AM It'll have to wait till tonight, got 5 hours left of my shift AND kids to put to bed AND other house-hold chores before I can even get the laptop turned on.......should hopefully fit in finishing of Misfits season 2 as well......not that that is any way related to Civ 4!!!
Argroww Oct 20, 2011, 12:16 AM Applying the patches didn't stop the CTD....ran out of time to grab the save just before the crash, but i know that I wasn't doing anything much to suggest it was one of my actions that caused it, so more likely a background game event that I have no control over.
I'll try and get a save up tonight.
Questdog Oct 20, 2011, 12:48 AM Applying the patches didn't stop the CTD....ran out of time to grab the save just before the crash, but i know that I wasn't doing anything much to suggest it was one of my actions that caused it, so more likely a background game event that I have no control over.
I'll try and get a save up tonight.
The patches won't erase all the Neanderthals that have already spawned. See if it works on a new game.
Argroww Oct 20, 2011, 12:52 AM I realised that and had started a new game anyway, again there was no slow-down to indicate that the game was being over-run by units (unless it all happened on the same turn)......although it does lead to the question, how many units are too many? play long enough and the game will fall over anyway due to too many units being on the map naturally........
But that's beside the point to this issue.
ori Oct 20, 2011, 01:07 AM I'd say without a save its not terribly productive to speculate what issue actually breaks your game - it may or may not be an issue with spawns...
Argroww Oct 20, 2011, 01:10 AM I didn't make that leap, *something* is causing the CTD that wasn't present in v18 and whilst it's not productive to speculate, it is fun to guess (got to get my kicks from somewhere if my favorite mod isn't working!!)
WimpyTheWarrior Oct 20, 2011, 02:47 AM I'm up to turn 838/9900 (snail) on Gigantic C2C_Terra at Monarch level. No CTDs yet, and time between turns is about 15 seconds. Normal number of starting AI Civs, with Barbarian Civs spawning some new ones. The only thing I changed was to reduce the barbarian spawn rate to 33% about 400 turns in, since the map was filling with overly romantic neanderthals. I have read that a more elegant fix has been placed in the SVN. I do have an uber-computer playing at 1920 x 1080 with max graphic settings.
If you haven't started v18 yet, DO IT! The additional of National and Military Heroes to the cultural buildings gives another World rare event to race for. I didn't like the cultural buildings when they were first introduced, since it nerfed my fav starting strategy of Babylonian Bowmen. But now, with the unique buildings, units, wonder speed-ups, and heroes based on the resources around your cities, it all comes together. I now adjust my early conquests to pick up other base cultures ("I have African culture, so I'll grab a Dutch city to gain European culture.")
I rolled a pretty lucky map and was able to place my third city to gain Zulu culture (I started as Egypt). I did a religious rush with Great Prophets and built the Kong Miao and Odin's Sanctuary in the city building Impis. So I've got an army of killer units with 3 MPs, no terrain costs, and about 10 XPs. That's good news for me, but bad news for my neighbours and neanderthals looking for love in all the wrong places. I think this force will keep me secure into the Medieval age, and I have harassed and pillaged my immediate neighbours to keep them weak.
I've been playing C2C since maybe v6, and I still have my 5.25" floppies and manual from Civ 1. For my tastes as a builder who loves all the little details ("A shoe cobbler, +1 coin!") C2C is simply the best. You modders are legends to me, but my spouse, family, friends, and employer all hate you. Just ignore them, I do!
Please keep up the excellent work on this mod!
Warm regards
- WtW
Hydromancerx Oct 20, 2011, 05:21 AM Thanks for the feedback Wimpy. Glad you are enjoying all the hero units and culture buildings. Expect much more in the future, especially the African cultures. I also am happy that you like all the little detail buildings. People either love them or hate them.
Best of luck with your current game and I hope you have lots of fun! :D
nichopoleve Oct 20, 2011, 02:37 PM Can we please get some Viking culture heroes also.
At the moment there are currently none :(
Chusquero Oct 20, 2011, 06:17 PM Awesome mod!!
Shamely I can't play enough because it crushes when playing... just like FallFurtherII and RiseOfMankind2... I need a new machine!!!
Back to the mod, I really enjoyed it. Here the prehistorical era is not a "rush stage".
Snofru1 Oct 21, 2011, 02:28 AM When discovering mining it tells you that aluminium is revealed on the map. But of course there is no more aluminium as a map resource, only bauxite which comes much later...
Dancing Hoskuld Oct 21, 2011, 02:55 AM When discovering mining it tells you that aluminium is revealed on the map. But of course there is no more aluminium as a map resource, only bauxite which comes much later...
Thank you. Fix has been put in SVN for next version.
fregglez Oct 21, 2011, 02:36 PM Hi, love this mod! But how do I install the extra costom leaderheads? I searched how to do this but didn't find it. Grrtz!!
Vokarya Oct 21, 2011, 07:45 PM Is there something in v18 that changes the limits of the number of Great Wonders you can build in a city? I have a v18 game going where I can't build more than 3 Great Wonders per city, but the counter in the City Screen is still reading 5. I only noticed this when I turned off "Hide Unconstructable Buildings" in the options screen.
Stormwind Oct 22, 2011, 02:00 AM The limit may have been removed, also I couldn't find the option "Build unlimited wonders" in the custom game options at start of the game.
ori Oct 22, 2011, 02:51 AM the option at least is there
AIAndy Oct 22, 2011, 05:10 AM Is there something in v18 that changes the limits of the number of Great Wonders you can build in a city? I have a v18 game going where I can't build more than 3 Great Wonders per city, but the counter in the City Screen is still reading 5. I only noticed this when I turned off "Hide Unconstructable Buildings" in the options screen.
Ah, that UI part has not been properly updated. The limit is dependent on the culture level of the city to give culture more meaning.
Looking in the file it seems though that there is a huge jump from Refined to Influential in required culture so it is no wonder that you end up with mostly being able to build 3 world wonders.
You can change iMaxWorldWonders in Assets/XML/GameInfo/CIV4CulturelevelInfo.xml if you want to build more.
Dancing Hoskuld Oct 22, 2011, 05:50 AM Ah, that UI part has not been properly updated. The limit is dependent on the culture level of the city to give culture more meaning.
Looking in the file it seems though that there is a huge jump from Refined to Influential in required culture so it is no wonder that you end up with mostly being able to build 3 world wonders.
You can change iMaxWorldWonders in Assets/XML/GameInfo/CIV4CulturelevelInfo.xml if you want to build more.
Great, even more reason that all the wonders are going to end up in your capital. As it is with the ones that require 13 pop, I get to build them in 1-5 turns because the have to go in my capital city. They do wonderous things they just cost less than normal buildings!
Koshling Oct 22, 2011, 07:20 AM Ah, that UI part has not been properly updated. The limit is dependent on the culture level of the city to give culture more meaning.
Looking in the file it seems though that there is a huge jump from Refined to Influential in required culture so it is no wonder that you end up with mostly being able to build 3 world wonders.
You can change iMaxWorldWonders in Assets/XML/GameInfo/CIV4CulturelevelInfo.xml if you want to build more.
Updating the UI in hand?
Vokarya Oct 22, 2011, 07:28 AM Ah, that UI part has not been properly updated. The limit is dependent on the culture level of the city to give culture more meaning.
Looking in the file it seems though that there is a huge jump from Refined to Influential in required culture so it is no wonder that you end up with mostly being able to build 3 world wonders.
You can change iMaxWorldWonders in Assets/XML/GameInfo/CIV4CulturelevelInfo.xml if you want to build more.
No, I'm fine with that. I just didn't understand what was going on. So it still maxes out at 5 once the culture level increases? I have specialization checklists for my cities and I want to know if I would still be able to build the combinations I want once the game continues on. It looks from the XML that it goes to 6 at Legendary, but I don't think I was ever able to build 6 before except by Corporation founding in a city with 5.
AIAndy Oct 22, 2011, 07:48 AM Updating the UI in hand?
That Python screen code has to be changed to ask the DLL for the max number in a specific city instead of what it does now. Afterwards no more change by hand should be needed.
strategyonly Oct 22, 2011, 07:56 AM What does everyone think of raising the Limits of Wonders, cause before when this was done, there was NO Prehistoric and Galactic Era in the mod? But how much?
bill2505 Oct 22, 2011, 08:04 AM What does everyone think of raising the Limits of Wonders, cause before when this was done, there was NO Prehistoric and Galactic Era in the mod? But how much?
first where the unlimited wonder options go?
maybe 2 or 3
JosEPh_II Oct 22, 2011, 08:14 AM Ah, that UI part has not been properly updated. The limit is dependent on the culture level of the city to give culture more meaning.
Huh???? Isn't that backwards? You build Wonders and such to Get Culture. Now you have to have Culture from thin air to build Wonders? :confused:
Looking in the file it seems though that there is a huge jump from Refined to Influential in required culture so it is no wonder that you end up with mostly being able to build 3 world wonders.
You can change iMaxWorldWonders in Assets/XML/GameInfo/CIV4CulturelevelInfo.xml if you want to build more.
So Unlimited Wonders in the Options is now totally useless? :nuke: No Wonder I can't finish my Wonders. :p
I don't think I'm liking this development much. :( Very similar to the useless City Limits.
JosEPh
AIAndy Oct 22, 2011, 08:22 AM Huh???? Isn't that backwards? You build Wonders and such to Get Culture. Now you have to have Culture from thin air to build Wonders? :confused:
So Unlimited Wonders in the Options is now totally useless? :nuke: No Wonder I can't finish my Wonders. :p
I don't think I'm liking this development much. :( Very similar to the useless City Limits.
JosEPh
That option works as normal.
And you can build plenty of wonders even with low culture cities but now it is not permanent when you are at the limit as you increase the cap as your culture progresses over time.
strategyonly Oct 22, 2011, 08:28 AM Hi, love this mod! But how do I install the extra custom leaderheads? I searched how to do this but didn't find it. Grrtz!!
All you do it place the UN-zipped Caveman2Cosmos folder of the leaderheads that you downloaded, cut them OVER the mod itself and click on paste, thats it. If it asks for override, which it shouldn't but maybe the MLF files, then YES. Easy as pie.
climat Oct 22, 2011, 11:33 AM Personally, I always use Unlimited Wonders. I think it's worth trying, though.
EldrinFal Oct 22, 2011, 11:34 AM Personally, I always use Unlimited Wonders. I think it's worth trying, though.
Agreed. On BOTH of those.
Questdog Oct 22, 2011, 01:20 PM Personally, I believe Unlimited Wonders is silly. It GUARANTEES that whoever is in the lead in the science race gets to build 90% of all the wonders.
I would like to see some sort of Wonder Diversity program that would help spread the wonders around more.
Koshling Oct 22, 2011, 01:25 PM Personally, I believe Unlimited Wonders is silly. It GUARANTEES that whoever is in the lead in the science race gets to build 90% of all the wonders.
Agreed, and I quite like the culture-based system - seems to work pretty well in practise
i_imperator Oct 22, 2011, 02:15 PM Hi, I just downloaded the mod there today, however im looking for installision advice. I have put the mod into my Mod's folder but it dose'nt show up when I open the folder ingame. Am I doing something incorrectly? Sorry about this, Its been a few months since i've played civ, but I really want to play again because of this mod, thanks.
Dancing Hoskuld Oct 22, 2011, 02:17 PM The wonders need to be fixed. Either remove the population requirement or adjust it so that you can build the wonder in the era it becomes available. I was able to build the Oracle in one turn because I did not get a city of the required size until the era after it became available.
All wonders need some adjustment to their cost, many are now cheaper than normal buildings. Great Library, and the broken Three Georges Dam are two I noticed.
I play with unlimited wonders because the population requirement on the wonders means that the only place you can get a chance to build them before the AI is in you capital. The other cities just aren't big enough until the Renaissance.
Questdog Oct 22, 2011, 02:18 PM Hi, I just downloaded the mod there today, however im looking for installision advice. I have put the mod into my Mod's folder but it dose'nt show up when I open the folder ingame. Am I doing something incorrectly? Sorry about this, Its been a few months since i've played civ, but I really want to play again because of this mod, thanks.
Problem I had on initial installation was that the folder was inside a folder in the mod folder. i.e. .../mods/Caveman2Cosmos/Caveman2Cosmos/.....
little_cyclone Oct 22, 2011, 02:20 PM Personally, I believe Unlimited Wonders is silly. It GUARANTEES that whoever is in the lead in the science race gets to build 90% of all the wonders.
Not necessarily. While being technologically more advanced gives an advantage in pretty much every facet of the game, with wonders specifically, that can be mitigated by using leaders with the "Industrious" trait.
Questdog Oct 22, 2011, 02:29 PM Not necessarily. While being technologically more advanced gives an advantage in pretty much every facet of the game, with wonders specifically, that can be mitigated by using leaders with the "Industrious" trait.
The Industrious leaders have to be close in the science race and research the appropriate tech within time to have a chance, which is not very often as things work out in play.
EVERY civilization should have an opportunity to make a wonder or two.
Wonders always seem kind of useless to me in terms of gameplay since the player building them is already in a position of strength. They are only making it easier for the front-runner to run in front. Would be much more fun and exciting if wonders helped bunch the pack rather than spread it out.
little_cyclone Oct 22, 2011, 02:53 PM The Industrious leaders have to be close in the science race and research the appropriate tech within time to have a chance, which is not very often as things work out in play..
I would suggest Tech Diffusion then ;) There have been many times where I've been in the lead technologically and the AI has built wonders before me, even while I was in the middle of constructing them. Just because you lead technologically doesn't necessarily equate to wonders. It all depends on play style and priorities. Often times I'm more concerned with pumping out troops or settlers (practically wonders in their own right with the build times) and end up missing wonders.
Nocchi Oct 22, 2011, 06:24 PM So after quite the long time investiagting my multiple probelms and how I might fix them, I'm now curious, is there a less graphic intensive version available for download? I mean even the lowest setting on caveman2cosmos looks like very high on Civ IV, And this is casuing 90% of the problem for me due to the fact that I'm on a laptop and my visual memory is in the shitter 24/7.
robomani Oct 22, 2011, 07:34 PM Can obsolete wonder be made to no longer count toward the limit of wonder in a city?
strategyonly Oct 22, 2011, 08:46 PM Problem I had on initial installation was that the folder was inside a folder in the mod folder. i.e. .../mods/Caveman2Cosmos/Caveman2Cosmos/.....
This can only happen it you use the SVN copy. What you have is an SVN copy then you do another export to the same folder, and POOF you get what you have.:eek:
ER5013 Oct 22, 2011, 08:51 PM When I downloaded the Custom Leaderheads mod and attempted to extract it, 7-zip gave me an error message saying "Unsupported compression method" or something like that. What am I doing wrong?
Dancing Hoskuld Oct 22, 2011, 10:28 PM When I downloaded the Custom Leaderheads mod and attempted to extract it, 7-zip gave me an error message saying "Unsupported compression method" or something like that. What am I doing wrong?
You need to update your 7zip. I had to yesterday. ;)
ER5013 Oct 23, 2011, 08:48 AM You need to update your 7zip. I had to yesterday. ;)
I updated to 9.22 beta, it still didn't work. Oh well no loss, if the mod is as good or better than my previous experiences with the mod (I even played it back in v3) then it shall be no loss. (Unless the custom leaderheads had the cut civs from the old versions)
JosEPh_II Oct 23, 2011, 10:21 AM Personally, I believe Unlimited Wonders is silly. It GUARANTEES that whoever is in the lead in the science race gets to build 90% of all the wonders.
I would like to see some sort of Wonder Diversity program that would help spread the wonders around more.
I play with Unlimited Wonders almost every game. Your statements do Not reflect what I eXperience in those games. It is therefore rhetoric and conjecture and not actual eXperience and is Opinion only. And agreeing with it is to make assumption.
My in game eXperience does not agree with your opinion.
JosEPh :)
nizanthor Oct 23, 2011, 10:34 AM I love this mod, tx sooo much 4 all the hard work you do; however i do have one observation to make, it seems that the native american civs are the 1st to flourish when in reality they were the last. in the spirit of realism, the middle eastern tribes should flourish first: summerian, assyrians, etc... followed by asia, followed by africa, followed by europe, south america, then lastly North america. (i know the anasazi were ancients but they are not an included civ).
just sayin'...
Thunderbrd Oct 23, 2011, 10:43 AM I play with Unlimited Wonders almost every game. Your statements do Not reflect what I eXperience in those games. It is therefore rhetoric and conjecture and not actual eXperience and is Opinion only. And agreeing with it is to make assumption.
My in game eXperience does not agree with your opinion.
JosEPh :)
I won't just back you Joseph, I'm going to point out that THIS is why so many critical elements in the game are OPTIONS and that we should all be glad to be on a mod where most major regions of potential disagreement are handled by allowing players to play the way they wish.
But yeah, I guess he might be making a point about wonder hogging but I don't really care since I like to get ahead and wonder hog myself. lol! One of my fundamental game objectives when I play! (I find this cannot be accomplished though - even if I'm ahead I cannot keep up on snatching ALL wonders... but then I play on a higher setting than some.)
I love this mod, tx sooo much 4 all the hard work you do; however i do have one observation to make, it seems that the native american civs are the 1st to flourish when in reality they were the last. in the spirit of realism, the middle eastern tribes should flourish first: summerian, assyrians, etc... followed by asia, followed by africa, followed by europe, south america, then lastly North america. (i know the anasazi were ancients but they are not an included civ).
just sayin'...
This is a really good observation I think. I've been noticing that as well. I'm sure the basis comes from the prereq qualifications being considered above the archeological dating of a culture's emergence. (Great point on Anasazi not being included btw... I think we'll have to address that with some research and development down the road!)
In otherwords, most of the early techs seem to apply to Native American prereqs thus they emerge first. Some rethinking of the tribal prereqs may be in order to attempt a better dating scheme while maintaining an admittance that they didn't have the same technological development bent that all societies that spread from Sumerian roots (aka the old world) did. Could be a bit tricky to work out but since I'm looking at a review of our culture systems soon I'd invite you to post some ideas to sort this out in the thread for Wonder Civs.
strategyonly Oct 23, 2011, 12:36 PM I love this mod, tx sooo much 4 all the hard work you do; however i do have one observation to make, it seems that the native American civs are the 1st to flourish when in reality they were the last. in the spirit of realism, the middle eastern tribes should flourish first: Sumerian, Assyrians, etc... followed by Asia, followed by Africa, followed by Europe, south america, then lastly North America. (i know the Anasazi were ancients but they are not an included civ).
just sayin'...
Well come to think of it, you are absolutely correct, thats why American's think one way and the rest of the world thinks another, DUH!!:crazyeye::eek:
Nocchi Oct 23, 2011, 01:42 PM So after quite the long time investiagting my multiple probelms and how I might fix them, I'm now curious, is there a less graphic intensive version available for download? I mean even the lowest setting on caveman2cosmos looks like very high on Civ IV, And this is casuing 90% of the problem for me due to the fact that I'm on a laptop and my visual memory is in the shitter 24/7.
I don't mean to be a pain but I honestly don't want to leave this mod high and dry, it's a great mod but damn does it eat up visual memory FAST.
Koshling Oct 23, 2011, 01:49 PM I don't mean to be a pain but I honestly don't want to leave this mod high and dry, it's a great mod but damn does it eat up visual memory FAST.
Yeh, we absolutely need an alternate tile set. The V18 new terrain is killing people with low video mem
Dancing Hoskuld Oct 23, 2011, 01:53 PM Yeh, we absolutely need an alternate tile set. The V18 new terrain is killing people with low video mem
Does the one suggested earlier use less video memory? I use it all the time.
Koshling Oct 23, 2011, 01:59 PM Does the one suggested earlier use less video memory? I use it all the time.
Not sure which ones you mean so don't know, sorry. Not sure I'd be able to tell either - needs someone who is having the video trouble to try with a lower detail set. Might be best to make a set that is JUST the original set really so same graphic for multiple (similar) types, with a small set of (reused for multiple types) extra 'this is special' indocyaors like a bush fo example to mean any of dates, or bamboo, or...). That way you'd have minimalistic graphics but they'd tell you it wsn't just a plain terrain and hover text would tell you the rest.
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